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ROLDEIN, god of
the water
One of the original five gods, Roldein is the
boundless ocean, the mighty river, the tiny stream and the secret
waters below the earth. He is the husband of Calandra and the
father of Artorius
and Borlamnos.
Associations
Roldein is a god of sailing, fishing and of
storms (though he shares the latter distinction with
Thandor). To those dwelling on land, he is a distant god
more often appeased than loved. But to the aquatic races he
is Grandfather Ocean, and takes a beloved place similar to that
held by Calandra on land.
Alignment
Roldein is Chaotic Neutral.
Representations
Roldein is usually shown as a great humanoid rising from the
sea. His skin is a mottled blue and green and his hair and
beard are made of wild seafoam. He carries a mighty spear
and is often shown in armor made of seashells. Because
of his dual nature as life-giver and destroyer, he is frequently
portrayed as having two faces, particularly among the Successor
States.
Among animals, he is most often portrayed as a whale, though
also as a shark, fish or dolphin. His priests carry holy
symbols carved of shell or made of a mosaic of mother-of-pearl and
precious stones, which depict a crashing wave.
Purpose
Roldein believes in impermanence. Ebb and flow and change
are the only long-term truths. All things will change, and
all things will end. Even the world will one day end.
This is the lesson that water teaches us.
Roldein is said to embody two natures, that of nurturer and
that of destroyer. Indeed, in some cultures he is worshipped
as two separate gods who war ceaselessly with each other.
Part of the Sea-King's ever changing nature is the destroyer,
who levels proud cities and drowns mortal fleets. Yet as harsh and unforgiving as he can be, Roldein is also the
giver of life-sustaining waters. Life is impossible without
the rivers and pools and rains he sends. It is his dual
nature to nurture and destroy, and thus he is both loved and
feared, and takes both as his due.
Those who make their living on the waters make frequent
sacrifices to him on altars set above the crashing waves.
Servants
The Untamed One has many servants, who
report to him from across the boundless waters of Theeurth.
Arthys - The great titan of the
ocean, Arthys is the celestial who makes the currents of the ocean
which lies between Theeurth and the Walls of Night.
A mighty king in his own right, Arthys is
said to have challenged Roldein in the first days of the making of
the world, to see which of them was the greater. And indeed,
it was Arthys who was the stronger, but it was Roldein who was
wiser, and who proved to have the greater knowledge of the
thoughts of the One. So it was that Arthys swore an oath of
service to the god of the sea, but is ever restless.
The Vulairi - The Seven daughters of
Roldein and Calandra who inhabit the seven seas of Theeurth.
The greatest of these, Vales, inhabits the mighty inner sea named
in her honor and is said to be as fickle as her father, delighting
in the crash of waves upon rocks. But she is also said to
love the mortals who sail upon her wide domain, and it was she who
first taught the elves the art of building ships.
The Naiads - The countless spirits of
stream and pool are all subjects of the great Sea King, though
true to their chaotic nature, they are occasionally rebellious or
recalcitrant, and certainly care little for his mortal
worshippers.
THE CHURCH - The
Fonts of Roldein
Church Description
Nearly every seaside city and town contains a temple or shrine
to the Father of Waters, and before beginning any significant
labor at sea, sacrifices and prayer are very common. Every
year, priests of the Roldeinite faith, known as waves,
bless the boats, nets and other nautical gear used by the
locals.
The many merchants, sailors and fishermen who rely upon the
waters for their living make Roldein's church a relatively wealthy
one (though not so wealthy as the ways of Eristemus or the Great
Church). However, little of the wealth is kept; in keeping with
their god's teachings on impermanence, the Fonts spend the money
freely, often on wild and stormy celebrations, much given to
drinking and brawling.
Church Structure
There is no central structure to the Fonts of Roldein.
Each Font is independent of the rest, though they remain in
contact because so many of the waves move freely from Font to
Font. However, within each Font, lesser waves respect and
obey the more senior waves.
Roldein himself is quite active in the direction of his church,
and is considered to be head of the Order in a very real
sense. Thus, the waves regard themselves more as guides than
as authority figures. Each worshipper is thought to have his
or her own direct and personal tie to the god.
Doctrine
All things are impermanent - The Fonts teach that
nothing lasts forever, and that it is false pride to believe
otherwise...and the Father of Water punishes false pride above all
things.
This belief is also the root of the Roldeinite emphasis on
sacrifice. Since nothing truly belongs to us, but is all the
gift of the sea, so we must not try to hold on to mere
possessions. Roldeinites sacrifice often, whether of
treasure, of time, or blood. This belief is not carried to
extremes - there are many rich merchants who worship the Sea King,
but they are encouraged to give away their wealth before their
deaths, and they still sacrifice often...if they know what's good
for them.
Holy Days
The holy days of the Roldeinite faith vary by region, but are
signaled by the start and end of storm season. As the
weather turns fair for fishing and sailing, the Festival of Lamps
is held, when the boats and sailors are blessed by the Waves, and
hundreds of paper lanterns are set loose upon the waters of river,
lake and sea. Sacrifices of animals and treasure are
offered up to the Sea King in thanks for the use of his domain.
As the weather turns foul and boats are brought in for the
year, the Roldeinites hold the solemn rites of Aquas, when
all members of the community are expected to wear only sackcloth
and remain silent for five days and nights. This prohibition
is taken very seriously, and even accidental speech is considered
a grave sin which must be expiated. The severity of this
penance varies widely by region and dedication to the church.
Preferred Weapon
The preferred weapons of the Roldeinite faith are the spear or
cutlass.
CLERICS - The
Waves of Roldein
The Order
The waves are a powerful and influential order wherever the
land meets the sea, or where great rivers flow. They collect
tithes and administer the Fonts and are frequently called upon for
advice and blessings. Sometimes they ride upon the vessels of the
wealthy or powerful. Their most important duty is to beseech
their deity to avert his sometimes violent anger.
Most Waves travel a lot, and are second only to the Wayfarers
of Eristemus in this regard. They tend to be skilled in
diplomacy and many languages, though there are those who view
their emphasis on humility as tedious.
Titles
At 1st level, a Wave is referred to as
"Adept". At 9th level, they achieve the
distinction of "Master".
Domains
Waves of Roldein may choose any two of the following domains:
Destruction, Ocean, Storm and Water. The
Destruction and Water domains listed here are slightly different
than those in the Player's Handbook, while the Ocean and
Storm domains are slightly different from those listed in the Forgotten
Realms Campaign Sourcebook, both by Wizards
of the Coast.
Destruction Domain
Granted Powers: :
You gain the smite power,
the supernatural ability to make a single melee attack with a +4
bonus on attack rolls and a bonus on damage rolls equal to your
cleric level (if you hit). You must declare the smite before
making the attack. This ability is usable once per day.
Destruction Domain
Spells:
1. Inflict Light
Wounds
6. Harm
2. Raging Wave - Target rages as
barbarian.
7. Disintegrate
3. Curse of the Brute
(RR)
8. Maelstrom (FRCS)
4. Inflict Critical Wounds
9. Implosion
5. Mass Inflict Light Wounds
Ocean Domain
Granted Powers: :
You gain the supernatural ability to breathe water, as if
under the effect of a water breathing spell, for up to 0
rounds per level. This effect occurs automatically as soon
as it applies, lasts until it runs out or is no longer needed, and
can operate multiple times per day (up to the total daily number
of rounds).
Ocean Domain
Spells:
1. Endure
Elements
6. Otiluke's Freezing Sphere
2. Sound
Burst
7. Waterspout (FRCS)
3. Water Breathing
8. Maelstrom (FRCS)
4. Freedom of Movement
9. Elemental Swarm (as water spell only)
5. Wall of Ice
Storm Domain
Granted Powers: :
You gain electricity resistance 5.
Ocean Domain
Spells:
1. Entropic
Shield
6. Summon Monster VI (air spell only)
2. Gust of
Wind
7. Control Weather
3. Call Lightning
8. Whirlwind
4. Sleet
Storm
9. Storm of Vengeance
5. Ice Storm
Water Domain
Granted Powers: :
Turn
or destroy fire creatures as a good cleric turns undead. Rebuke,
command, or bolster water creatures as an evil cleric rebukes
undead. Use these abilities a total number of times per day equal
to 3 + your Charisma modifier. This granted power is a
supernatural ability.
Water Domain
Spells:
1. Champion Swimmer
(RR2)
6. Cone of Cold
2. Fog
Cloud
7. Waterspout (FRCS)
3. Water Breathing
8. Horrid Wilting
4. Control
Water
9. Elemental Swarm (as water spell only)
5. Ice Storm
Spells
The divine spells of the Waves are
laid out on this page.
Alignments
Waves of Roldein may be Chaotic Good, Chaotic Neutral or
Chaotic Evil.
Chaotic Good Waves are most concerned with the welfare of their
communities. They seek to help mariners and those who live
on or near the water. They are the most likely Roldeinites
to be adventurers.
Chaotic Neutral Waves are generally less concerned with the
cares of the world, and seek largely to follow their own inner
urgings, which they view as the voice of their deity. This
group is still quite protective of what they view as their own
community - devout followers of Roldein.
Chaotic Evil Waves believe that they exist to bring low the
haughty, the foolish and those who do not propitiate them and
their god. They are reavers, pirates and fanatics, and are
hated and detested by the order at large. Scholars among the
churches argue why the god would provide divine power to such
individuals; most merely agree that it is in his ever-changing
nature to do so.
HOLY WARRIORS* - The
Tempests
The Order
The Tempests of Roldein are an unusual order, even among holy
warriors, who tend to be extremists to begin with. They seek
to embody the dual nature of their god by being both nurturer and
destroyer. They live their lives dedicated being examples of
impermanence.
Tempests have no home, and remain in no place for long.
They have no possessions but what they can carry with them, and
retain no more wealth than is absolutely necessary for their own
survival. This ever-restless nature actually makes them one of the
more common sort of adventuring holy warriors.
Tempests are not actually part of any order, and only
occasionally congregate with others of their kind, by accident or
by design of their patron. They are never officially part of
a Font, though they will respond swiftly if one is in need or
danger.
These holy warriors are welcome on ships and boats
anywhere. Refusing passage to a Tempest is considered a
direct insult to the famously short-tempered Sea-King.
Titles
Tempests use no titles, and are usually referred to simply as
"Tempest", as in "Credh Mahr, Tempest of
Roldein". Races - Any
race may choose to be a Tempest of Roldein, but it is rare for
halflings and unheard of for a dwarf to do so.
Hit Die - d10
Class Skills - The Tempest's class skills (and the key ability for each skill) are: ,
Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Knowledge
(Water)(Int), Knowledge (Religion) (Int),
Profession (Wis), Ride (Dex), Sense Motive (Wis) and Swim (Str).
Weapon and Armor - Tempests are
proficient with all simple and martial weapons and with light,
medium and heavy armors, and with shields.
| Class
Level |
Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
Spells
Per Level |
| 1 |
2 |
3 |
4 |
| 1st |
+1 |
+2 |
+0 |
+0 |
Ways
of Water, Crashing Wave 1/day |
- |
- |
- |
- |
| 2nd |
+2 |
+3 |
+0 |
+0 |
Rebuke
Water Elemental, Lay on Hands |
- |
- |
- |
- |
| 3rd |
+3 |
+3 |
+1 |
+1 |
Resist
Storm, Aura of Change |
- |
- |
- |
- |
| 4th |
+4 |
+4 |
+1 |
+1 |
Turn
Undead |
0 |
- |
- |
- |
| 5th |
+5 |
+4 |
+1 |
+1 |
Crashing Wave
2/day,
Animal Companion |
0 |
- |
- |
- |
| 6th |
+6/+1 |
+5 |
+2 |
+2 |
Gift of Roldein
1/week |
1 |
- |
- |
- |
| 7th |
+7/+2 |
+5 |
+2 |
+2 |
|
1 |
- |
- |
- |
| 8th |
+8/+3 |
+6 |
+2 |
+2 |
|
1 |
0 |
- |
- |
| 9th |
+9/+4 |
+6 |
+3 |
+3 |
Gift of Roldein
2/week |
1 |
0 |
- |
- |
| 10th |
+10/+5 |
+7 |
+3 |
+3 |
Crashing Wave
3/day |
1 |
1 |
- |
- |
| 11th |
+11/+6/+1 |
+7 |
+3 |
+3 |
|
1 |
1 |
0 |
- |
| 12th |
+12/+7+2 |
+8 |
+4 |
+4 |
Gift of Roldein
3/week |
1 |
1 |
1 |
- |
| 13th |
+13/+8/+3 |
+8 |
+4 |
+4 |
|
1 |
1 |
1 |
- |
| 14th |
+14/+9/+4 |
+9 |
+4 |
+4 |
|
2 |
1 |
1 |
0 |
| 15th |
+15/+10/+5 |
+9 |
+5 |
+5 |
Crashing Wave
4/day,
Gift of Roldein 4/week |
2 |
1 |
1 |
1 |
| 16th |
+16/+11/+6/+1 |
+10 |
+5 |
+5 |
|
2 |
2 |
1 |
1 |
| 17th |
+17/+12/+7+2 |
+10 |
+5 |
+5 |
|
2 |
2 |
2 |
1 |
| 18th |
+18/+13/+8/+3 |
+11 |
+6 |
+6 |
Gift of Roldein
5/week |
3 |
2 |
2 |
1 |
| 19th |
+19/+14/+9/+4 |
+11 |
+6 |
+6 |
|
3 |
3 |
3 |
2 |
| 20th |
+20/+15/+10/+5 |
+12 |
+6 |
+6 |
Crashing Wave
5/day |
3 |
3 |
3 |
3 |
Ways of Water - The Tempest is intimately familiar with
the element of water. He gains the ability to speak and
understand the Aquan language. He further gains some of the
pure power of water. He gains a sacred bonus to his Swim
skill equal to his Charisma modifier multiplied by his
level. He may also breathe underwater once per day for a
number of rounds equal to 3 + his Charisma modifier.
Crashing Wave:
The Tempest can emulate the unstoppable power
of water with his attacks. As rising
water finds every crack and crevice, so too does the attack of the
Tempest. Once per day, the
Tempest may execute a touch attack with his melee weapon, ignoring
all Armor Class bonuses from natural armor, armor and shields.
At 5th level and at every five levels beyond
that, the Tempest may use Crashing Wave one additional time per
day, to a maximum of 5/day at 20th level. Crashing Wave is a
supernatural ability.
Lay on Hands - Each day a Tempest of
2nd level or greater can cure a total number of hit points equal
to the Tempest's Charisma bonus (if any) times the Tempest's
level. The Tempest can cure himself. The Tempest may choose to
divide his curing among multiple recipients, and he doesn't have
to use it all at once. Lay on hands is a spell-like ability
whose use is a standard action.
Rebuke Water Elemental - At 2nd
level, the Tempest may rebuke creatures from the elemental plane
of water exactly as a cleric of his level may rebuke undead.
This ability does not count against the number of times per day
that the Tempest's may Turn Undead. The Extra Turning feat
may be applied to this ability, but it must be purchased
separately from that for Turn Undead.
Resist Storm - At 3rd level, the
Tempest gains a certain resistance to the powers of cold and
electricity. Each day, he ignores an amount of cold and/or
electricity damage equal to his Charisma modifier
multiplied by his level. This power may not be activated
voluntarily and automatically applies to the first such damage
done each day. After such protection has been used up, he
takes all other cold and electricity damage normally.
Aura of Change - At 3rd level, the Tempest radiates the
unpredictability of his god, making his companions difficult to
harm. The Tempest and all allies within 10 feet of the
Tempest receive a +1 bonus to all saving throws.
Gifts of Roldein
Beginning at 6th level, the Tempest can cast
water walk, as per the spell, once per week with a caster level
of his class level. He can use this ability twice per week at 9th level).
Water walk is a spell-like ability
for Tempests.
Beginning at 12th level, the Tempest may use
water walk, as above, or he may choose to use his Gift of Roldein
to cast neutralize poison. He can use either ability
more often as he advances in levels (four per week at 15th level
and five times per week at 18th level). Neutralize Poison
is a spell-like ability for Tempests.
Spells
Beginning at 4th level, the Tempests gains the ability to
cast a few divine spells, listed here.
Animal Companion
At 5th level the Tempest gains an animal companion associated
with the sea. Usually this is a celestial sea bird, such as
a an albatross or gull. Sent by Roldein himself, this
creature becomes a close friend to the Tempest, and the two can
speak together, just as can a wizard and familiar.
Code of Conduct
The Tempest must never hoard wealth or possessions, nor seek a
name, position or power. Restless as the waves, he must move
ever on. In his travels, he must seek to be an example to
others of a holy life, ready to exist in whatever circumstances
may come.
Associates
Tempests will associate with any who are good of heart, but
will not long remain with those who seek power or personal fame
and glory. They get along well with rogues, rangers, druids
and others who traditionally seek to keep a low profile.
They rarely associate with the priests or holy warriors of other
faiths.
Alignments
All Tempests are chaotic good.
PRESTIGE CLASSES
None Yet..
* The Holy Warrior Class is derived from The
Book of the Righteous by Green
Ronin Publishing. Details can be found here.
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