Sharrash

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Iourn Home > Religions > Moon Gods > Sharrash

Sharrash is the goddess of Water; Oceans and rivers; Sailors; Ships; Travel; Trade and Capriciousness. Were it not for the infamous activities of the Sensationalists it would be Sharrash and not Vítaeous that has the reputation as the good-time girl of the Urovan pantheon. In the pantheon, Sharrash is cast as the lover of Calafax, and she does little to play this down. The gods are very close, as are the churches of fire and water. Zephyre disapproves of the relationship of her sister and brother, while the opinions of the other gods are equally as scrutable. Vítaeous is an indulgent mother, while both Terranor and Mortis view Sharrash with a degree of despair.


But there is another side to Sharrash. Despite her loving nature and great beauty she has the most incredible temper. When Sharrash is upset even Calafax runs for cover. Well do sailors know her capricious nature - calm one moment and turbulent the next. Sharrash is a fickle god and can be placated with offerings and gifts to mollify her mood. Rough weather and storms at sea are often attributed to arguments between Sharrash and Calafax. But, however angry or brutal she is, Calafax always gives her another chance and soon all is peaceful.... until the next time.

Churches of Sharrash

There are three main churches of Sharrash in Urova. Each are unpredictable in their own way, as is in keeping with their god. On the whole, the Sharrashan faiths are the oil that keeps the gears of Urova turning. They have an enormous influence on trade and commerce, and as a result are wealthy organisations with heavy economic and political clout. All merchants, traders, sailors and travellers continually give thanks to Sharrash.

Church of Water

The core faith and oldest of the three churches, the Church of Water is an elemental cult that holds all water to be holy. Water is essential to all life, and members of this church see to it that supplies are protected. They hold that change is an essential part of life and that it must be embraced rather than avoided.

Agiostic Church

This is the church of trade. Many clerics of this faith are merchants, appraisers and craftsmen of some considerable skill. Priests can judge the quality of merchandise and often control markets and merchant districts where they exact a high levy on trade. They are good landlords if they are not annoyed.

Odyssian Church

The church of travel and exploration. The Odyssian church looks after sailors, and is responsible for the construction and maintenance of the many Sharrashan waystations that dot the main roads of Norandor. They are a travelling faith. Few have ever gone so far or learned so much.

Powers of the Priesthoods

All clerics receive the same granted powers from Sharrash regardless of their church. Each cleric selects a granted power at first level, and then one every five levels until all five powers are gained at level 20. There is no restriction on the order in which powers are gained unless specifically mentioned in the text below. Remember that the phases of the moon of Sharrash will affect the use of these powers. Please return to the section on the Moon Gods for specific details. All granted powers are Supernatural abilities.

Born of Water

  • Normal: The cleric gains the ability to move and function within water as a native, at will. She can breath water and move normally as if under the influence of a freedom of movement spell (PHB p233). The power only aids her movement in water, not under any other circumstances that impedes movement.
  • Diminshed: The cleric retains his ability to breathe water freely but loses the effects of the freedom of movement spell.
  • Enhanced: In addition to normal benefits the cleric is also hasted when fully immersed in water. See PHB p239 for details.

Dominion of Sharrash

  • Normal: The cleric can use the power of Sharrash to control creatures under his god's dominion. He can halt, drive-off or destroy Fire creatures, and rebuke or command Water creatures. This ability uses the turning rules presented on p159 of the PHB. Clerics of Sharrash can make use of divine feats to alter or enhance the nature of this power.
  • Diminished: The cleric takes a -4 penlty on his turning check, and his roll for turning damage.
  • Enhanced: The cleric gains a +4 bonus on his turning check, and his roll for turning damage.

Shield of Sharrash

  • Normal: The power of Sharrash can be used to protect the cleric from water-based attacks. The cleric is granted immunity to attacks that deal damage solely by water. This includes ice and steam. Note that the cleric has no immunity to heat or cold. He is unaffected by an ice storm because it consists of frozen water, not because it is a cold based attack. The Shield of Sharrash protects the cleric from the damaging effects of water (e.g. the attacks of a water elemental would not harm the cleric and he could stand on the coast and be unaffected by an onrushing tidal wave) but, not the secondary effects. The tidal wave may undermine the cliff the cleric stands upon and he falls to his death.
  • Diminished: The cleric gains a special damage reduction of 10/- against all water, ice and steam based attacks in place of his immunity.
  • Enhanced: The Shield of Sharrash can be used to rebound water-based attacks on the attacker. If the cleric is subject to a ranged water-based attack he can make his own ranged touch attack as a free action to reflect all or part of the damage to the attacker. This cannot be applied to water based attacks the cleric is subject to in mêlée combat.

The Wake of Sharrash

  • Normal: The cleric can step into any body of water of a size sufficient to completely immerse him and instantly teleport to another body of water of similar or greater size. The water must be on the same plane and within range of the power (10 miles per level). Clerics must have a specific body of water in mind to use this power - it must be either a body of water they have visited or intimately know the location of. Scrying a location and then teleporting is permissable. Clerics can always teleport within the body of water they currently occupy. They cannot overshoot. If they try to teleport 150 miles east and there is only 100 miles of sea to the east then the cleric finds himself just the coast in just enough water to cover his head.
  • Diminished: The range of the power is greatly diminished to 1 mile per level.
  • Enhanced: The range of the power is increased to 100 miles per level.
  • SPECIAL: The cleric must be 10th level or higher to select this power.

Water Form

  • Normal: Priests of Sharrash are able to take water and reshape it into any shape that suits their purpose in a manner similar to the stone shape spell. The water is held together by the force of the cleric's will, and when he stops concentrating it reverts to its true form. So a cleric could dip his hand into a lake and pull out a long sword made of water (that inflicted damage as a long sword) but as soon as the priest stopped concentrating it would run from his hand. If engaged in combat or otherwise distracted a concentration check would be required to maintain the object. Any object can be created as long as it does not have complicated moving parts. The only requirement is a body of water that is sufficiently large to sculpt the object. The total amount of water than can be formed in this manner is 10 cubic feet + an additional cubic foot per experience level. A cleric may not keep more than one such object in existence at any one time. There are other uses of this power including opening a doorway in a water wall, or a wall of ice. However it can have little effect on instantaneous effects so the cleric could not use this power to deflect a cone or cold or white dragon breath.
  • Diminished: The total amount of water than can be affected is halved, and objects remain in existence for a maximum of one round per level regardless of how hard the cleric concentrates.
  • Enhanced: Objects remain in existence for one minute per level after the cleric stops concentrating on them. The cleric may recommence his concentration at any time before the object dissipates allowing him to perform other actions and come back to the item when it is convenient.

Sharrash Spells

The spell lists are now unique to each church. Once the masterlists are on the site, new spell lists will be posted on individual pages for the Agiostic Church, Church of Water and Odyssian Church. Until that happens please use the list below as a stop-gap measure.

Level 0

  • Create Water
  • Detect Magic
  • Detect Poison
  • Guidance
  • Know Direction
  • Light
  • Mending
  • Mount
  • Purify Food and Drink
  • Read Magic
  • Resistance
  • Virtue

Level 1

  • Balance of the Six Humours
  • Bane
  • Bless
  • Bless Water
  • Charm Person
  • Change Self
  • Cost of Mist
  • Command
  • Comprehend Languages
  • Crystallise
  • Detect Chaos
  • Detect Evil
  • Detect Good
  • Detect Law
  • Divine Favour
  • Endure Elements (cold only)
  • Expeditious Retreat
  • Identify
  • Message
  • Metamorphose Liquids
  • Obscuring Mist
  • Protection from Chaos
  • Protection from Evil
  • Protection from Good
  • Protection from Law
  • Remove Fear
  • Shield of Faith
  • Summon Monster I (water only)

Level 2

Level 3

  • Clairaudience/Clairvoyance
  • Continual Flame
  • Create Campsite
  • Create Food and Water
  • Culture Sense
  • Daylight
  • Dispel Magic
  • Fly
  • Glyph of Warding
  • Helping Hand
  • Invisibility Purge
  • Leomund's Tiny Hut
  • Locate Object
  • Nondetection
  • Obscure Object
  • Phantom Steed
  • Protection from Elements (cold only)
  • Suggestion
  • Summon Monster III (water only)
  • Water Breathing
  • Water Walk
  • Watery Double
  • Watery Fist

Level 4

Level 5

  • Atonement
  • Crumble
  • Easy March
  • Ethereal Jaunt
  • Greater Command
  • Hold Monster
  • Ice Storm
  • Leomund's Hidden Lodge
  • Mind Fog
  • Passwall
  • Plane Shift
  • Rary's Telepathic Bond
  • Summon Monster V (water only)
  • Teleport
  • True Seeing

Level 6

  • Animate Objects (water)
  • Cone of Cold
  • Etherealness
  • Find the Path
  • Geas/Quest
  • Guards and Wards
  • Heroes' Feast
  • Monster Mount
  • Planar Ally
  • Summon Monster VI (water only)
  • Waters of Life

Level 7

  • Acid Fog
  • Hovering Road
  • Insanity
  • Mordenkainen's Magnificent Mansion
  • Shadow Walk
  • Summon Monster VII (water only)
  • Teleport Without Error
  • Vanish

Level 8

  • Dehydrate
  • Discern Location
  • Demand
  • Great Planar Ally
  • Highway
  • Horrid Wilting
  • Mass Charm
  • Phase Door
  • Summon Monster VIII
  • Tsunami

Level 9

  • Astral Projection
  • Elemental Swarm (water only)
  • Gate
  • Miracle
  • Summon Monster IX (water only)
  • Teleportation Circle
 
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