Lord of the Undersea, the Dolphin Prince, the Knowledgeable
One, Sailor s Friend, the Creator
Intermediate Power of Arboreas
CG
PORTFOLIO: Oceans, sea elves, creation, knowledge,
underwater and sea elven beauty, water magic
ALIASES: None
DOMAINNAME: Olympus/Arvandor and Ossa (Aquallor)/Elavandor
SUPERIOR: Corellon Larethian
ALLIES: Cyrrollalee, Eadro, Eilistraee, Istishia,
Persana, the Seldarine, Surminare, Syranica, Trishina, Valkur, Water
Lion, various Animal Lords
FOES: Blibdoolpoolp, Demogorgon, Sekolah, Panzuriel,
Umberlee, the drow pantheon (except Eilistraee)
SYMBOL: Dolphin
WOR. ALIGN.: LG,NG,CG,LN,N,CN
Deep Sashelas (DEEP SA-sheh-lahs) is the Lord of the Undersea and the patron
of sea elves, whom he created long ago by modifying Corellon's land-bound creations.
Sashelas is a powerfully creative deity who is forever changing the environments
below the sea, creating islands and reefs by altering continental rifts, tinkering
with undersea volcanoes, and the like. He is also said to create the deep undersea
caverns that the sea elves can use for air-breathing when they wish. Sashelas
is known as the Knowledgeable One, for he provides advice as to where food can
be found or the enemies are hidden. The sea elves also claim that Deep Sashelas
is the author of the Chambeeleon, a resplendent spell tome held in the royal
vaults of Thunderfoam an age ago but since lost. Followers of other aquatic
gods make similar claims.
Deep Sashelas is a member of the Seldarine and remains on good terms with the other elven deities, but he directs most of his efforts toward maintaining an alliance of nonhuman sea powers known as the asathalfinare. While he does not explicitly lead the group, the Lord of the Undersea occupies a pivotal role and mediates many potential conflicts and disagreements.
Other members of the asathalfinare include Trishina, the dolphin goddess (who is Sashelas's consort), Surminare, goddess of the selkies, Syranita, goddess of the aarakocra (whose membership is somewhat of an anomaly), Persana, god of the tritons, Eadro, leader of the merfolk and lo-cathah, and the enigmatic Water Lion.
The Lord of the Undersea opposes the machinations of all evil powers of the seas, including Abyssal lords such as Demogorgon and Dagon, as well as those whose followers long ago retreated to the Underdark, such as Blib-doolpoolp.
Sashelas has a special enmity for Sekolah the Great Shark, the sahuagin god, and for Panzuriel the Enslaver, a dark power worshiped by kraken and other sentient, evil denizens of the ocean depths. The Lord of the Undersea helped banish and weaken power, and the Lord of the Undersea considers carefully what steps can be taken to restrain and bind that evil power of the sea bed. Likewise, Sashelas works to contain the evil of the human sea goddess Umberlee, and of late has lent his aid to the human god of sailors, Valkur, as a natural counterweight to Umbcrlee's burgeoning influence over the seas of Abeir-Toril.
The Lord of the Undersea is a charismatic leader and an inspired creator whose art is everchanging. Unlike the other Seldarine, Deep Sashelas is rarely satisfied with what he's done and always seeks to improve it. Deep Sashelas can be fickle and flighty, and there are many myths that involve his amorous exploits with such creatures as mermaids, selkies, mortal sea elven maids, human females, and even one demigoddess, it is rumored. Trishina has some tolerance for such straying, but not too much. Sashelas's fellow Seldarine derive great amusement from Trishina's ability to spot Sashelas's wandering attentions and stymie him, usually by warning off the object of his desire.
Deep Sashelas is very active on Abeir-Toril. His avatars often terraform the undersea environment, although he does not undertake such actions without first consulting other deities with an interest in such matters. He does not overinvolve himself by dispatching avatars to help sea elves in battles, but he will do so if he scents any involvement by Sekolah, and his avatars keep a watchful eye on any unexplained activities that might involve Panzuriel (unusually organized raids by merrow or koalinths, for example). His avatar is 50% likely to be accompanied by an avatar of Trishina unless the avatar has been sent to woo or seduce some pretty female who has attracted his eye.
Rarely the avatar may accompany an avatar of another member of the asathalfinare.
The Church
CLERGY: Clerics, crusaders, druids, specialty priests
CLERGY'S ALIGN. : NG, CG, N (druids only), CN
TURN UNDEAD: C: Yes, Cru: No, D: No, SP: Yes
CMND. UNDEAD: C: No, Cru: No, D: No, SP: No
All clerics, crusaders, druids, and specialty priests of Deep Sashelas receive
religion (elf, aquatic) and reading/writing (Espruar) as bonus nonweapon proficiencies.
Priests of Deep Sashelas must be aquatic elves, aquatic half-elves, or malenti.
The DM is encouraged to allow Deep Sashelas's clergy access to the underwater spells detailed in Of Ships and the Sea.
As Lord of the Undersea and de facto leader of the asathalfinare, Deep Sashelas is well regarded by most nonevil races who reside beneath the surface of Toril's oceans. Whereas aquatic elves generally venerate Sashelas to the near exclusion of the other members of the Seldarine, elves of other races view him simply as one god of the pantheon of nature- and magic-oriented deities who compose the Seldarine. Some sailors (particularly land elves) sacrifice to Sashelas for their safety and aquatic elven clerics take these offerings and trade with other mortals for the gain of the entire race.
Temples of Deep Sashelas are found in most aquatic elven communities, including lumathiashae, off the coast of Evermeet, Fhaoralusyolkiir, located near the mouth of the Vilhon Reach, and Adoivaealumanth, located off the coast of Telflamm in the Easting Reach. The Dolphin Prince's temples usually serve as the spiritual, physical, and social centers of aquatic elven communities. Those found in the Sea of Fallen Stars are typically undersea coral temples, carefully grown and tended, while those found in the Great Sea are typically sprawling constructs of natural stone and sea materials resembling spiraling shells. Inside all such temples are a network of small and medium- sized caves and passages lit by continual light magics of varying shades and intensities. Some chambers are air-filled and are used to examine items plundered from the sunken ships of air-breathers, but most are filled with sea water and artwork Grafted by sea elves. A wide variety of stone statues, mosaics made of shells, scrimshaw, air fountains, and a motley collection of artifacts from the Waterless Void above are scattered throughout Sashelas's temples for the use and enjoyment of the inhabitants of the surrounding community. Central chapels are usually grand vaults characterized by three-dimensional radial or spiral symmetries.
Sashelas's numerous temples are managed by an organized clerical hierarchy collectively known as Delphions. The clergy of each temple are locally autonomous, but they provide each other with information about the movement of the sahuagin and other enemies. Novices of the faith are known as the Impure, while acolytes of the faith are known as the Bathed.
Titles employed in most temples of the Great Sea include Sea Otter, Seal, Walrus, Sea Lion, Delphinus, Narwhal, and Balaenas. Titles employed in most temples of the Inner Sea include Clam, Oyster, Nautilus, Argonaut, Trophon, Cowrie, Abalone, Conch, and Pearl. High priests of the faith are collectively known as Delphites but always have unique individual titles. Almost all Delphions are aquatic elves (99%), with the remainder (1%) aquatic half-elves. According to legend, a handful of malentia type of sahuagin that is externally identical to an aquatic elf-have renounced their evil heritage in ages past and become priests of Deep Sashelas. Specialty priests come into two varieties: sea druids and aquarians. Aquarians (50%) and clerics (35%) make up the large majority of the clergy and are strongly affiliated with a single community. Crusaders (10%) make up the militant arm of the faith and tend to migrate from community to community in response to increasing tensions with neighboring communities of sahuagin. Sea druids (5%) have little to do with their kin, tending to the vast unsettled reaches of the Undersea and leading largely solitary lives. They are organized into at least two druidic domain hierarchies, the Circle of the Great Sea and the Circle of Fallen Stars.
The clergy of Shashelas is pretty evenly split between male (51%) and female (49%) members.
Dogma: Swim the great currents and the shallow seas. Exult in the everchanging beauty and life of the bounteous Undersea.
Revel in the joy of creation and increase its myriad aspects.
Seek not to hold that which is everchanging, but instead love the change itself. Seek out fellow swimmers who honor the ways of the Lord of the Undersea, and ally with them against those who see only the darkness of the deeps. Follow the way of the dolphin. Promote the use of the seas by all reasonable folk for all time to come; fight those who would hoard its riches or pollute its depths.
Day-to-Day Activities : The clergy of Deep Sashelas are more organized than most elven priesthoods because of their role as mediators and befrienders of nonaquatic races. Delphions interact regularly with dolphins who inhabit the region surrounding their home communities, and senior priests are almost always accompanied by their dolphin companions. Sashelan priests establish and maintain contacts with land-dwelling elves, if feasible.
As a result of their extensive networks of contacts, Sashelas's priests have prevented many sahuagin incursions from succeeding, gaining the latter's undying hatred. Delphions also conduct ritual shark hunts and attack sahuagin communities.
Delphions expend a great deal of effort on the creation of beautiful works of art in homage to the Creator. Individual priests of Deep Sashelas create fabulous sculptures of living coral in and around their homes and in their communities. Others sculpt extraordinary jeweled and pearled living coral works of art or train fish to perform spectacular and delightful maneuvers and dances.
Holy Days/Important Ceremonies : Deep Sashelas is honored individually through the creation of works of art and other wonders, and prayers are given to the Lord of the Undersea upon initiating and after completing such projects. Daily observances by Sashelas's clergy thank Deep Sashelas for his benevolence and the beauty of the undersea world, but the most important rituals are timed to coincide with especially high and low tides, known as the High Flow and the Deep Ebb, respectively.
During such ceremonies, the Delphions make offerings of precious natural objects and items of great artistry. Meanwhile, acolytes swim in complex patterns accompanied by dolphins, and sing deep, reverberating songs of praise to the Lord of the Undersea and his creations. While both ceremonies are similar in form, the High Flow is a joyous celebration emphasizing beauty, creativity, and artistry, while the Deep Ebb is a grim, martial ceremony emphasizing the remembrance of those who are lost and vigilance against the everpresent enemies of the Undersea.
Major Centers of Worship: The great city of Thunderfoam is located beneath the waves of the Trackless Sea atop a submerged plateau due north of Evermeet and due west of Uttersea. Steam from great rents in the sea floor warms the frigid waters, rendering the region habitable to the Alu- Tel'Quessir. The scions of Alaer have long ruled the aquatic elves of Aluchambolsunvae from the Dolphin Throne at the heart of the submerged capitol city under the benevolent aegis of Deep Sashelas and his clergy. The Caldera of the Dancing Dolphin is a natural amphitheater located atop Mount Delphion on the eastern outskirts of Thunderfoam. On the northern slope of the great crater is the Dome of the Dancing Dolphin, a massive volcanic dome that has been transformed by the clergy of Sashelas into an aquatic cathedral of stunning beauty and size. From the Dolphin Dome, as the temple is commonly known, Sashelas's priests oversee the spiritual, artistic, and martial needs of the aquatic kingdoms populace.
The clergy of the Dome of the Dancing Dolphin have grown particularly concerned of late by the emergence of the Kraken Society as a power in the Trackless Sea. Despite reports that Slarkrethel serves Umberlee, the priests of Aluchambolsunvae fear that the kraken secretly serves the banished Panzuriel as well as Umberlee by aiding that dark power's efforts to reestablish his malign influence in Abeir- Toril's seas. In response to this perceived threat, Delphions of the Dolphin Dome have extended their network of allied beings as far east as the shores of Faerun, and they are said to be recruiting agents among the land-dwellers to extend their influence into the cities of the North where the Kraken Society has established a presence.
Affiliated Orders: The Knights of the Killer Whale are an order of Sashelan crusaders dedicated to the destruction of the evil races of the sea, including ixitxachiti, koalinth, krakens, merrow, scrags, and sahuagin. The order is based in the Citadel of the Seven Seas, a great hollowed-out undersea volcanic plug encircled by the Mintarn archipelago in the Sea of Swords The Lances of the Sea Unicorn are an order of clerics, crusaders, and aquarians who garrison a series of nine undersea citadels and numerous smaller redoubts that stretch across the floor of the Sea of Fallen Stars from Delthuntle to Airspur. The order seeks to largely contain the sahuagin of the Alamber Sea to the eastern reaches of the Inner Sea, as most sea elven communities of the Sea of Fallen Stars are located to the west of that border.
Deep Sashelas also sponsors several loosely affiliated pods of sea elven rangers, but they are not considered part of his clergy (that is, the church's hierarchy).
Priestly Vestments: Priests of Deep Sashelas wear either loose-fitting sea green robes or armor created entirely from shells hut eschew any form of headdress. Shell mail, as it is known, effectively serves only an ornamental role for sea elves, as it provides a base Armor Class of 9. The holy symbol of the faith is a lustrous pearl at least one half inch in diameter.
Adventuring Garb: Sashelas's clergy generally eschew armor, even when entering dangerous situations as they find it impedes their underwater movements and adds little to their defenses. Only a few Sashelan priests possess sea elven scale mail (described below), but those who do generally employ it in combat situations. Clergy of Deep Sashelas favor the traditional weapons of the sea elves-nets, spears, and tridents-and rare is the Delphion who is proficient in anything else (aside from underwater crossbows). The most intricately constructed demihuman scale mail is found in the undersea kingdoms of the sea elves. More as a matter of appearance and ceremony than for additional protection-it provides protection equal to that of normal scale mail, the sea elves adapted the idea of scale mail to their own peculiar designs. Their armor can be worn underwater, as it is made of metals that do not rust, and the scales are affixed to the backing of eel-skin, which does not disintegrate as leather does in salt water. Brought forth only in times of war or great ceremony, this expensive armor is worn only by the noble elven elite. This scale mail is unique among others for its beautiful silver coating. Some surface armorers wonder whether this coating is silver, platinum, or even mithral. It is generally agreed that the rare scale mail of the sea elves is nearly as valuable as elven chain mail.
Specialty Priests Sea
Druids
REQUIREMENTS: Wisdom 12, Charisma 15
PRIME REQ.: Wisdom, Charisma
ALIGNMENT: N
WEAPONS: Net, trident, spear, dagger, knife
ARMOR: Sea elven scale mail, sea elven shell mail
MAJOR SPHERES: All, animal, elemental (air, earth,
water), healing, plant, sun, weather
MINOR SPHERES: Creation, divination
MAGICAL ITEMS: Same as druids
REQ. PROFS: Herbalism
BONUS PROFS: Modem languages (pick one from: dolphin,
dragon turtle, koalinth, locathah, merman, morkoth, sahuagin,
sea elvish, sea sprite, triton, wereshark, whale), sea lore, swimming,
survival (underwater)
The abilities and restrictions of sea druids, aside from the changes noted above
and below, are summarized in the discussion of elven priests in "Appendix
1: Demihuman Priests" and detailed in full in the Player's Handbook.
• Sea druids may be aquatic elves, aquatic half-elves, or malenti.
• Sea druids are allowed to multiclass, if multiclass druid combinations are normally allowed by race.
• Sea druids receive a +2 bonus to all saving throws vs. electrical attacks.
• Sea druids learn the languages of aquatic creatures (dolphin, dragon turtle, koalinth, locathah, merman, morkoth, sahuagin, sea elvish, sea sprite, triton, wereshark, whale), gaining one extra proficiency slot for this purpose every three levels (at 3rd, 6th, etc.).
• At 3rd level, sea druids pass through aquatic vegetation, such as seaweed and kelp beds, without leaving a trail and at full movement rate.
• At 3rd level, sea druids can identify aquatic plants, animals, and untainted fresh and salt water with perfect accuracy.
• At 7th level, sea druids are immune to charm spells cast by aquatic creatures such as kelpies, nixies, and sirines.
• At 7th level, sea druids can shapechange into a normal (not giant) reptile, fish, or mammal up to three times per day. The sea druid can use each animal form (reptile, fish, or mammal) only once per day and can choose from only those animals that make their normal habitat beneath the surface of the ocean.
Mammal forms allowed include dolphins, porpoises, seals, sea otters, and other small mammals.
Specialty Priests Aquarians
REQUIREMENTS: Strength 9, Dexterity 9, Wisdom 13
PRIME REQ.: Dexterity, Wisdom
ALIGNMENT: CG
WEAPONS: Net, trident, spear, dagger, knife, underwater
crossbow
ARMOR: Sea elven scale mail, sea elven shell mail
MAJOR SPHERES: All, animal, chaos, creation, divination,
elemental (water), guardian, healing, necromantic, protection, wards,
weather
MINOR SPHERES: Combat, elemental (air, earth), summoning,
sun
MAGICAL ITEMS: Same as clerics
REQ. PROFS: Artistic ability, swimming
BONUS PROFS: Modem languages (dolphin), sea lore
• Aquarians may be aquatic elves, aquatic half-elves, or malenti.
• Aquarians are not allowed to multiclass.
• Aquarians can turn aquatic undead creatures-such as lacedons and sea zombies-as clerics, but turn other types of undead creatures as a cleric three levels lower than their actual level.
• Aquarians have a +1 bonus to attack and damage rolls against sahuagin (and malenti, if known as such).
• Aquarians can speak to and understand the language of dolphins, despite the higher sounds employed.
• Aquarians may cast wizard spells from the elemental water school as defined in the Limited Wizard Spellcasting section of "Appendix 1: Demihuman Priests." • Aquarians can cast surface sojourn once per day.
• At 3rd level, aquarians can cast charm person (as the 1stlevel wizard spell) once per day.
• At 5th level, aquarians can cast summon cetacean once per day. This spell may be cast once more per day for every three additional experience levels of the caster.
• At 10th level, aquarians can cast divination (as the 4th-level priest spell) once per day.
• At 13th level, aquarians can cast conjure water elemental (as the 6th-level priest spell detailed in Faiths & Avatars) twice per tenday.
• At 15th level, aquarians can cast cetacean form (as the 7thlevel priest spell) twice per day.
Sashelan Spells
In addition to the spells listed below, priests of the Lord of the Undersea
may cast the 6th-level priest spell conjure water elemental detailed in Faiths
& Avatars in the entry for Istishia.
1st Level
Surface Sojourn
(Pr 1; Alteration)
Sphere: Elemental Water
Range: Touch
Components: V,S,M
Duration: 3 hours/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None
Surface sojourn affects only water-dwelling beings who are capable of existing
on land for short periods of time but who favor aquatic environments. Examples
of eligible races include aquatic elves, aquatic half-elves, malenti, merfolk,
and sahuagin.
For the duration of this spell, the recipient may exist on land without the attendant discomfort, penalties, restrictions, or the like that doing so normally entails. During such sojourns, the recipient is enveloped in a thin mantle of water that keeps his, her, or its skin moist.
The material components of this spell are the priest's holy symbol and a snail shell.
2nd Level
Shark Charm
(Pr 2; Enchantment/Charm)
Sphere: Animal, Charm
Range: 30 yards
Components: V,S
Duration: Special
Casting Time: 5
Area of Effect: 30-foot cube
Saving Throw: None
When this spell is cast, a hypnotic pattern is set up that causes one or more
sharks to cease all activity except a side-to-side swaying movement. If the
sharks are charmed while simply swimming about, the duration of the spell is
1d4+2 turns; if the sharks are aroused and angry or can scent blood in the water,
the charm lasts 1d3 turns; if the sharks are angry or attacking or if a sahuagin
is present within 30 yards, the spell lasts 1d4+4 rounds. The priest casting
the spell can charm sharks whose total hit points are less than or equal to
his or her own. On average, a 1st-level priest could charm sharks with a total
of 4 or 5 hit points; a 2nd-level priest could charm 9 hit points' worth, etc.
The hit points can be those of a single shark or those of an entire school,
but the total hit points cannot exceed those of the priest casting the spell.
A 23-hit point caster charming a dozen 2-hit point sharks would charm 11 of
them. This spell is also effective against any shark-related monster, such as
a bunyip or wereshark, subject to magic resistance, hit points, and so forth.
3rd Level
Summon Cetacean
(Pr 3; Conjuration/Summoning)
Sphere: Summoning, Elemental Water
Range: 1-mile radius
Components: V, S
Duration: Special
Casting Time: 6
Area or Effect: Special
Saving Throw: None
This spell is a specialized variant of the 4th-level priest spell animal summoning
I. By means of this spell, the caster calls a number of cetaceans, such as dolphins,
porpoises, or whales, whose combined Hit Dice total 32 or less, If more than
one species is available, the race with greater Hit Dice is summoned.
Dolphins are always summoned to the exclusion of all other cetaceans if they are available. Only cetaceans within 1 mile of the spell-caster at the time of the casting respond.
Unlike the animal summoning I spell, the caster can make only one call and does not get to choose what form of cetacean shows up, if any. The cetaceans summoned aid the caster by whatever means they possess, staying until the fight is over, a specific mission is finished, the caster is safe, they are sent away, etc.
7th Level
Cetacean Form
(Pr 7; Alteration)
Sphere: Combat
Range: 0
Components: V,S,M
Duration: 1 hour/level
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
This spell is similar to the 9th-level wizard spell shapechange, but it only
allows the caster to assume the form of a cetacean or partial cetacean of any
species except giant whales or leviathans. Commonly assumed forms include that
of a dolphin or narwhal. The caster gains all of the chosen creature's abilities
except for innate magical abilities, magic resistance, and those abilities dependent
upon Intelligence.
The caster also adopts the form's vulnerabilities. For example, a priest who becomes a dolphin still cannot breathe out of the water for more than 24 hours. Like the shapechange spell, a priest who is killed while in another form does not revert to his or her original shape, which may disallow certain types of revivification.
The caster can change forms as many times as desired within the duration of the spell. She or he can change into a dolphin while swimming in shallow seas and then to a sperm whale to dive to great depths. The first form adopted has whatever hit points the casting priest had at the time of the casting of the cetacean form spell, and subsequent forms carry the current total hit points with them. Each alteration in form takes only one second, and no system shock survival roll is required.
The material component for this spell is a small pinch of ambergris and the priest's holy symbol.
