Ruins of Adventure
- Name: Umberlee
- Allegiance: Gods of the Wild
- Portfolio: Oceans, Seas, Waves, Currents, Patron of Sailors and Fishermen
- Titles: The Sea Queen, The Bitch Queen, Queen of the Depths, The Wavemother, Queen of the Grasping Waters.
- Symbols: A forked wave curling in breakers to left and right; A kraken
- Worshipper Alignments: Any
Core Doctrine: The sea is as savage and cold as the Bitch Queen’s heart.
- Fair offerings bring fair winds.
- Always show respect to women.
- Perform no service without a price.
- Encourage others to propitiate the goddess or face her wrath.
- Failing to give Umberlee her price.
- Setting out to sea without a woman aboard your ship.
- Allied Faiths: Auril, Beshaba, Silvanus, The Mog
- Enemy Faiths: Chauntea, Selune, Shaundakul, Sune, Talos
- Pseudonyms: Blibdoolpoolp (among the Kuo-Toa), Deep Sashelas (among Elves), Eadro (among Merfolk), Sekolah (among Sahuagin)
- Races: Any
- Classes: Cleric
- Ability Requirements: Fitness 14
- Alignments: LE, NE, CG, CN, CE
- Starting Cash: By class
- Weapon Slots: By class
- Allowed Weapons: Any Weapons
- Allowed Armor: None
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: Trident
- Non-weapon Slots: By class
- Available Categories: Spiritual, Survival, and Performance
- Bonus Proficiencies: Religion, Swimming, Weather Sense
- Required Proficiencies: none
- Recommended Proficiencies: Navigation, Seamanship
- Forbidden Proficiencies: none
- Major: All, Animal, Combat, Divination, Plant, Protection, Summoning, Water
- Minor: Charm, Weather
Overview: Umberlee, the goddess of storms, waves, and sea winds. Even without the mercurial gods of the Realms, the sea is a place rife with danger. Storms, navigational hazards, and sea creatures all combine to make water travel a challenging hazard. The clerics of Umberlee save people from drowning and help guide boats past water hazards. Naturally, a fee is involved for these services. These special priests also work with weather, and help fill the coffers of Umberlee with the donations of mariners who want to have smooth sailing for their voyages.
It is said that the Lady of the Grasping Waters prefers women to men. Because of this she’ll smash any ship foolish enough to put to sea without at least one woman on board. She also admires cats for their excessive pride, and can be propitiated by bringing one aboard.
Description: Since clerics of Umberlee wind up in the water more often that not, they wear just enough clothing to preserve their modesty. This is usually dark blue swimming apparel. When on land, they dress in blue-green body-stockings and they also wear a warm white cloak draped over their shoulders for comfort. Some have a rare tiara of black coral as a badge of distinction among the clergy. Most of these clerics favor harpoons, tridents, and daggers for weapons. They reject armor, which tends to make them sink in water.
Role-Playing: A cleric of Umberlee is a cross between a mercenary and a lifeguard. On one hand, the clerics do have a genuine desire to save drowning victims and prevent ships from running aground. On the other hand, they expect to be well paid for it, usually demanding 50gp per level or hit die of the rescued being.
Like the waters of the Moonsea in Uktar, the clerics of Umberlee have violent mood swings that go from tranquility to violent physical rage in mere moments. These extreme moods are usually triggered by an offense, although the definition of offense is completely in the mind of the cleric and it is totally unpredictable. Despite their often chaotic or evil alignments, clerics of Umberlee can be trusted to do what they are paid for. If a ship captain pays for a good westerly wind and no storms, then it shall be done. Fees are usually 1d4+1 gold pieces for each person on the boat and an additional 3d10 gold pieces for the vessel itself.
The cleric’s chaotic or evil impulses are manifested in fits of destruction when angered. During these tantrums, no one and nothing is safe from their wrath. Clerics of Umberlee are, all in all, extremists. They are fiercely loyal to friends, passionate lovers, and violent brutes to their enemies.
- Clerics of Umberlee can breathe water automatically and, after 10th level, they suffer no combat or movement penalties underwater.
- All clerics of Umberlee can Speak with Animals at will, though this is limited to marine life.
- Clerics of Umberlee can turn aquatic undead only.
- Clerics of Umberlee can cast certain mage spells that duplicate meteorological phenomena. The eligible spells are those from the following Paths: Misty Road, the Stormy Path, the Windwielder’s Path, and the Watery Path. These spells are prayed for as if they were clerical spells of their same spell levels, since Umberlee herself grants them. The tempest casts them at his level of experience as a priest.
- Clerics of Umberlee must donate 30% of their earned fees directly to Umberlee. In other words, the money is thrown into the sea after receiving it.
- Tampering with the weather is not without its risks. Gods such as Talos, Silvanus, Eldath, and Chauntea do not tolerate such things often. Every time a cleric of Umberlee directly affects the weather (such as summoning a storm using the spell Control Weather), there is a 5% chance that one of the above deities will prevent the spell from happening. Then, in 1d4+1 weeks, a druid of 0-3 levels higher (1d4-1) than the cleric will pay a visit to the cleric and convince him of the “error of his ways”. Most of the time, this is done with Call Lightning.
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