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Liranen, The Wavelord, Lord of the Seas

 

 

Symbol: Trident over a cresting wave

Home Plane: Elemental Water

Portfolios: Oceans, Seas, Sailors, Seatrade

Worshippers: Sailors, Fishermen, Merchants

Worshipper Alignments: Any non-evil

Clerics and Paramanders: N, rarely CN

Domains: Oceans, Storms, Trade, Travel, Water

Favored Weapon: Trident or cutlass

 

Description:

 

Liranan is an old deity whose restless nature prevents his boredom and stagnation. His church is loosely organized; his temples are only found touching saltwater. The majority of his temples are located within port cities but a fair number exist on shorelines separate from cities. These last temples devote themselves more to preserving the seas and its creatures. Liranan’s church is a wealthy one, enjoying tithing from all those wishing for safe sea voyage and trade. Fishermen revere Liranan for their livelihoods. While they are not normally among the wealthy tithers, they are regular recipients of the blessings and advice of Liranan’s clergy. A working relationship with the fishermen allows the clergy of Liranan to make known areas of good and bad trawling; thus, protecting the seas from despoiling and overfishing.

 

History/Relationships:

 

As a force of nature, Liranan is on amicable terms with other nature-oriented deities not opposed to his element. Cernan shares his interest over sea animals, Lyden over sea plants, and Glidden over seabirds. He also gets on well with Morniir, because he raises storms with non-evil intent. Glywyn is, likewise, held in good regard for his adventurous spirit; the deities share interest in seafarers. Surprisingly, he is neutral with regards to Merleau, finding her interest in only freshwater foreign.  Liranan dislikes Dana for both her embodiment of fire and her love of destruction; he does not, however, actively oppose her. He holds Fordaetha in low regards for her impedance of winter travel and the active destruction she favors. Liranan’s active hatred is reserved for only one other deity, Maugrim. Liranan despises the Drowned Lord’s motives, his servants, and his sponsorship or piracy. Clerics of Liranan will oppose the workings of Maugrim at every turn.

 

Dogma:

 

The seas are wondrous and sacred. They serve man’s needs but are ever the master. Revere the waves, or be swallowed by them. Deep and mysterious, the depths hold secrets beyond comprehension. The seas are the embodiment of change; calm and storm are but two sides of a spinning coin. The currents are in constant motion; even when the surface is calm, undercurrents are moving.

 

Clergy & Temples:

 

The clergy of Liranan are just as apt to serve onboard a ship as in a temple. Both men and women are welcome in the clergy, although most clerics are male. Lirananite colors are blues and greens, often accented with pearls and finely worked metals. Metal armor is eschewed within the church as too bulky and cumbersome. Adventuring Lirananites and paramanders make use of spells and leather armor (often from hard-skinned sea beasts) instead. Armor of all kinds is not worn in town unless there are extreme circumstances. Liranan allows his followers to choose the trident or  the cutlass in addition to standard clerical weaponry.  Often, clerics will multiclass as divine champions, fighters and rogues. Liranan accepts clergy from among non-evil aquatic races such as the locathah, (non-evil) merfolk, sahaugin, sea elves, tritons, and their crossbreeds. Liranan has few paladins, known as paramanders, but they serve to protect Liranan’s charges from the minions of Maugrim and to recover lost artifacts from the sea for Liranan’s people. Clerics and Paramanders of Liranan pray for their spells at either high or low tide while touching seawater. Spellcasters venturing inland carry seawater with them (at least a wineskin is required, more is preferred.) Those individuals seeking to serve Liranan are initiated into the fold through a ceremony called the Lagany. The acolyte is taken a sea and dropped into the ocean with a lifeline after having a water breathing spell cast upon him/her. The acolyte floats in isolation, receiving a vision or visitation from one of Liranan’s minions if accepted. Those refused by Liranan are pulled from the sea, none the worse for wear, the next day and returned to port.

 

There are no universal holy days for Liranan’s church. In northern climes, a yearly festival called Icebreak is held on the day when spring renders the seas open to ships for another year. Other celebrations include Unfurlings, which are held to commission new ships and to celebrate exceptional catches, and Delvings, which are held to bless a ship commissioned for some purpose set aside by a temple to seek a lost place or lost treasure. These celebrations are filled with music, song, and dancing upon the surface of the water.

 

Special Abilities:

 

Lirananite priests gain additional special abilities as they progress in their dedication to the Sealord. Unless otherwise specified, these powers are supernatural abilities usable at will by the caster only.

 

5th level – water walking (at will, self only)

9th level – water breathing (active upon immersion in saltwater)

12th level --- air breathing (1/day) (as water breathing but allows aquatic creatures to come onland)

15th level – airy water (10 minutes/level, interspersed) – This power creates a 10’r sphere or 15’r hemisphere of super-oxygenated seawater that may

                       be breathed as normal air. The effect is centered on the caster and lasts for 10 minutes/caster level. If dispelled, it can be recreated the

                       following round as a standard action. The effect can be turned off and on at will by the caster up to the total duration each day.

 

Rituals:

 

Liranan makes several rituals available to those who please him. They are detailed below. Bestowance of the rituals requires at least one high priest of Liranan be present unless otherwise stated.

 

Wavewalking – This ritual bestows the supernatural power to walk upon the ocean waves as if they were solid ground for up to one hour per day. If dispelled, it can be re-activated as a standard action on the following round. Casting this ritual requires a water opal of at least 6,000gp value and a sacrifice of 1,000xp by the recipient (or if Liranan allows, by the casting priest ).

 

Ocean’s Call – This ritual has been the source of folklore for centuries. The recipient is granted the ability to polymorph self into merform (of a merfolk into human form) for the span of one turning of Jolara (30 days). Casting the ritual requires a water opal of at least 1,000gp value and drains 500xp from the recipient. The Lirananite ritual has no other requirements, although Maugrim is rumored to bestow a similar effect by ritual which extracts a higher price from the recipient.

 

Triton’s Kiss – This ritual bestows the supernatural power to breath saltwater as if it were air for up to 6 hours per day. The recipient may turn this power off and on up to its maximum usage at will. If dispelled, it can be re-activated as a standard action on the following round. While under the ritual’s power, the recipient does not lose the ability to breathe its native element. Casting the ritual requires holy water blessed by a high priest of at least 11th level and the sacrifice of 1000xp by the recipient.

 

Tidesblessing – This ritual is cast upon a ship and not a recipient. It grants the ship’s hull an additional +5 to hardness and +10 to hit points. Further, all members of the ship’s crew gain the benefits of a bless spell while at sea. This ritual requires 5,000GP or greater value in water opals and pearls which are crushed and spread around the ship during the casting. This ritual also requires at least 4 clerics to enact, one of which must be at least 9th level.

 

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