Deities & Religions

Elemental Lord of Water

Vouru-kasa, Ahurani (female), Uinicob, Istishia, Straasha.
Greater Deity
Symbol: Crested wave
Home Plane: Elemental Plane: Water
Alignment: N
Portfolio: Water
Worshipers: Muhlrami, nature folks, sea elves
Cleric alignment: N, NG, NE, LN, CN
Domains: Destruction, Ocean, Storm, Travel, Water, Weather
Favored weapon: Trident (sea traveling cultures) / Net (nature cultures near the sea) / Footman Mace (Muhlram and other inland cults)

The Lord of Water is a very contradictory deity. It is considered to hold a very destructive power and to be cruel to those who anger him; but he is also a bringer of life and health. Most sailors revere him in some form. Minor cults are formed around rivers and lakes. Their priest are often explorers and are the few surface dwellers respected by Loah' and sea elves.


Water is like the blood of the earth, ever flowing, cleaning the land. Water is soft and hard at the same time. You can mold it but you cannot tame it. Water is able to produce great destruction, but it is indispensable no matter where you are. Water cults tend to concentrate in one aspect of water: the sea, rivers, rain. The main aspect is flowing water. Even the water in a lake doesn't stay still. It moves and flows in itself. For this reason water cultists are an errant folk. They learn to fit in any situation as water fits in any container, but they can also rush away at the first opportunity as water flows through a small crack in the container or evaporates. But they can strike fast and hart if needed, as the storm that suddenly breaks upon the traveler.

Clergy and Temples

Water cults are very numerous but normally very small. Most cults have a very loose organisation and no exact rules. Only the respect and reverence for the water, and often a hatred for fire, are common for all cults. The largest cult is the Church of Vouru-kasa in Muhlram. Both the Razghati of the Red Sun Emirates and the Shiibati of the Black Empire revere Vouru-Kasa as the bringer of life and his clerics are welcomed all over the land. They are often found in the oasis of Muhlram. The largest temple of Vouru-Kasa is situated in Kasdravakush, the highest point of the Black Empire, at the shore of the Mirrors of Heaven. The Vouru-Kasa cultist of the Emirates dislike the fire cult there. However, followers of Vouru-Kasa in the Black Empire often work together with followers of Nusku for the glory of the Empire.

Clerics of Vouru-Kasa seldom multiclass, but sometimes they become rogues or rangers. Most clerics expend many years wandering before settling down, like a river flows before coming to a lake or the sea. But many go wandering again after a few year. Even in Muhlram the organisation of the cult is loose and there is no official head of the cult. In fact, many claim that there are as many cults as drops in a summer rain.


However, unknown to most people, a small and effective organisation exists in the Emirates. The Shanastu are a group of skilled assassins, masters of poison and healer. The Shanastu can be hired by anyone who can find them, and pay the extremely high prices. They are subtle assassins, often striking and leaving their victim alive but unaware of his fate. The Shanastu claim that water can be deadly and that purity is not a premise of water. Even the clearest water can be poisoned, of stained dark water can be enough to bring life back into a lost wanderer of the desert. Shanastu can choose to act on their own, assassinating of healing whenever it fit their plans of it is commanded by a superior. They also can turn a job down without explanation. They work in the shadows, outside the law, but keeping the health of the land. Some people believe that the Shanastu are in reality another of the many organizations working for the Black Emperor. If this is true, only the highest members know.


In order to become a Shanastu, a character must fulfil all following criteria:

  Alignment: any non good
  Base Attack Bonus: +5
  Skills: Knowledge (Alchemy) 7 ranks, Heal 7 ranks, Hide 7 ranks, Move Silently 7 ranks
  Feats: Skill focus (alchemy), Skill Focus (heal)
  Spells: Able to cast divine spells granted by Vouru-kasa
  Special: Must kill someone and heal someone by order of a superior for entering the organization.

Class skills

A Shanastu has following class skills (and the key ability for each skill) Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (alchemy) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Locks (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).

Class Features

Arcane Spells: A Shanastu can learn up to 5 arcane spells of each level, preparing them as if they were divine spells of the same level. She can use any metamagic and item creation feats she has with these spells.

Break the Ice (Su): At 3rd level the Shanastu becomes immune to all hold spells and all kind of paralyzing effects.

Cure Disease (Su): Once per week the Shanastu can cure any disease as by the spell.

Death Blow (Ex): As the assassin ability.

Flowing Waters (Ex): At 8th level the Shanastu automatically succeeds any Escape Artist check he makes. He can soften his bones and muscles to fit into small places. He gets a +10 bonus to escape any grapple or entanglement.

Infiltration (Su): At 10th level the Shanastu gets the ability to walk through any porose medium like wood or stone at speed 6. Large and solid metal, glass or similar surfaces hinder him. The Shanastu can 'flow' through other people if he succeeds a standard attack roll to bypass armour.

Lay Hand (Ex): As the paladin ability.

Poison Mastery(Su): At 5th level a Shanastu can turn any liquid to a poison, or he can neutralize any poison of disease in 1 lb/level of the substance. He must touch the substance to do so. All piercing or slashing weapons that a Shanastu uses can become poisonous for one round.

Poison Use (Ex): As the assassin ability.

Spell progression: With each new level as Shanastu, a character gains access to new divine spells as if he had advanced a level in his original divine spellcasting class.

Hit points: Shanastu gain 1d6 hp per level.

Skill points per level: 4 + Int modifier

LevelBABFort SaveRef SaveWill SaveSpecial
1st+1+2+0+2+1 level of existing divine spellcasting class, sneak attack +1d6, Poison Use
2nd+2+3+0+3+1 level of existing divine spellcasting class, Death Blow
3rd+3+3+1+3+1 level of existing divine spellcasting class, Lay Hand
4th+4+4+1+4+1 level of existing divine spellcasting class, sneak attack +2d6
5th+5+4+1+4+1 level of existing divine spellcasting class, Poison mastery, Immunity to all poisons and diseases
6th+6+5+2+5+1 level of existing divine spellcasting class, Break the ice
7th+7+5+2+5+1 level of existing divine spellcasting class, sneak attack +3d6
8th+8+6+2+6+1 level of existing divine spellcasting class, Flowing waters
9th+9+6+3+6+1 level of existing divine spellcasting class, Cure Disease
10th+10+7+3+7+1 level of existing divine spellcasting class, sneak attack +4d6, Infiltration

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