Suróza - The Sea

Suróza is the divine embodiment of not just the Varolian Sea, but everything beyond as well. Past the Gates of Kratis lie a number of volcanic islands, this much is known. But Eastward beyond those? An endless expanse of blue that stretches far beyond the horizon and blankets the rest of the world. In this, Suróza seems endless and unassailable; there are birds and even wizards who regularly visit the sky beyond the clouds, but none have ever returned after visiting the endless blue.   And yet people still leave, year after year, attempting to finally uncover Suróza’s secrets, living for the ideals of discovery and adventure. Suróza represents these concepts and is a regular patron of adventurers and explorers, but they also care for those who remain in the relative safety of the Varolian.   Without the sea to aid their travels, the first settlers might never have left their peninsula on the eastern edge, never discovered the rest of the known world or its many islands. The Varolian facilitates trade, business, and communication in all its forms. And even within the Varolian there are still plenty of mysteries to find. Suróza aids those who trade and sail safely just as much as those who explore.   Despite her current status as Patron to sailors and task of keeping ships safe, this was not always the case. Similar to Lútus, she played a very different role during the dawn of creation. She was Mother of Monsters, creating all manner of aquatic nightmares from giant sharks to krakens and sea serpents alongside Fidain. Caring for her children and sailors both, Suróza even now sometimes has a hard time choosing who to side with, though generally she aims for a course where none are harmed.   During the Archonomachy Suróza’s greatest gift to mortals was her secret of life - she showed the mages of old how to create life in the form of hybrids and “monsters” - and one of The Sea’s greatest children, the Leviathan, was apparently instrumental in the winning of the war.      

Divine Portfolio

Suróza is the highest patron to all sea life from the smallest sea snail to the largest kraken, while also ruling over the concepts of discovery and adventure, uncovering lost or hidden knowledge, along with commerce and ocean travel next to Sédróm. Finally, she holds dominion over Spring as the first season, representing how the earliest forms of life formed within her depths.      

Divine Relationships & Shared Portfolios

The Primordials

Talsia, Éda, Lútus, and Suróza are the four founding gods of creation. They predate the rest of existence, and from their power all other higher gods were born. Despite this, they are not always a unified force, with Talsia and Suróza regularly straining relations due to the former's task of protecting life and the latter's creation of countless dangerous sea monsters who can end it  

Merchant Gods

As Suróza settled from her early days of creating monstrous depths, she settled into working with Sédróm, God of Paths. Together they rule over the domains of communication, commerce, and travelling. Sédróm looks after those who journey overland, while Suróza is tasked with overlooking seagoing folk.  

Mother of Monsters

Despite now largely being a protector god, she spent an eon together with Fidain creating many of the most dangerous creatures the world has ever seen. None are entirely sure when they split; some sources claim it was at the beginning of the Archonomachy when all creation was threatened by Fidain allying with the Archons, though most agree it was far earlier than this. Even now, though, Suróza seems to still have a soft spot for all the monsters she created, and of all the Gods is thought to regret Fidain's betrayal the most.  

Tetrad of Knowledge

Suróza, Olsír, Lútus, and Ámmos all claim Knowledge as part of their domains. Each represents different aspects of this most vital of realms; Suróza holds sway over languages and the uncovering of lost or hidden knowledge, while Olsír is the Goddess of general knowledge, both magical and mundane. Ámmos rules over history and grants glimpses of the future, while Lútus is lord of invention - the act of expanding knowledge rather than hoarding or rediscovering it.      

Piety

You gain piety with Suróza by exploring the mysteries of their waters, or otherwise learning new ways to enhance civilisation
  • Learning a new language or well-hidden secret
  • Discovering a new land or island that cannot be found on a map
  • Setting up trade routes between cities or species who haven’t interacted much before
You lose piety with Suróza by hiding from the chance of exploration, or harming trade and communication between people
  • Keeping secrets or destroying knowledge that could otherwise be shared with others
  • Negatively impacting relations between species or nations, such as by killing ambassadors or destroying a trade route
  • Harming sea life without cause; you may fish to survive, and harm a monster enough to scare it off, but otherwise one must leave Suróza’s children alone
  Suróza’s Devotee - 3 piety You have proven yourself a worthy devotee to uncovering the mysteries of the sea, and have been granted the ability to learn more about objects you may find within its depths. You can cast identify a number of times equal to your intelligence modifier (minimum of once) per long rest. When you do so, you do not require a spell focus. Instead, the pearl you use glows brightly as it acts as your focus for the casting of the spell. Intelligence is your spellcasting modifier for this spell.   Suróza’s Votary - 10 piety You can cast tongues once per long rest. Suróza’s gift allows you to communicate with all manner of races. Intelligence is your spellcasting modifier for this spell.   Suróza’s Disciple - 25 piety You have proven yourself enough to The Sea to be protected from its dangers. You can now breathe both air and water, and you gain a swimming speed equal to your walking speed.   Champion of the Sea - 50 piety You can increase your Intelligence or Charisma score by 2 and also increase your maximum for that score by 2

Holy Symbol

Usually a dolphin, but most other sea creatures can be used. Most symbols have some form of swirling wave pattern
Children

Cleric Domains

Tempest, Life, Knowledge

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