Procan
Lord of the Seven Seas
Procan
Lord of the Seven Seas
Greater God (Oeridian)
PORTFOLIO: Ocean, Seas, Salt
PLANE: Limbo
CLERIC ALIGNMENT: Chaotic Neutral (or CG or CE) (T or C if CE)
SYMBOL: Crashing Wave
The Lord of the Seven Seas is as mercurial as the wind, as powerful and unforgiving as the oceans. Procan vacillates between ebullient high spirits, characterized by humor and passion for life, and dark, morose brooding, characterized by pessimism and a violent temper. The only constant in Procan's emotional state is that neither extreme persists for long. He is ever greedy for treasure, hoarding that which grows or falls on the sea bed.
Procan is portrayed as a muscular man with blue-green skin and hair. His eyes are golden, glinting like sunken treasure. He carries a large trident dripping with seaweed.
The church believes that each person must be guided as his own moods and whims as he sees fit, although living in harmony with the seas and oceans. Being an honest, hard-working fisherman living totally on your own, answering to no one, an adventuring sea captain out to seek the unknown, or even a fanatically loyal follower of a murderous, bloodthirsty pirate captain are all acceptable callings in the eyes of the church.
The virtues of the Procanian faith include living and traveling on and near the oceans and seas, following one’s own path in life, refusing to obey authority that is not strongly presented (although obedience to a strong and worthy leader is also a virtue), and paying proper homage and respect to the oceans and their inhabitants.
Procan is the father of the Velaeri: (Velnius, Telchur, Atroa, Sotillion, and Wenta). Procan usually ignores other gods, save for fellow sea-deities such as Osprem and Xerbo which are typically considered rivals.
Procan's faith is strongest in the Sea Princes (including Sasserine), Keoland, Irongate, Idee, Onnwal, the Sea Barons, the Lordship of the Isles, Northern Aerdy, and Rel Astra. In no case does the faith ever wield significant political power; unlike Xerbo, Procan's followers tend to come more from the lower classes than any of the prominent merchants or nobles that Xerbo attracts. Smaller followings exist in the Principality of Ulek, Greyhawk, Furyondy, and the Urnst states, which all have their own smaller, less-developed maritime traditions owing to their connections to the Nyr Dyv. In all other lands, Procan’s faith is either unknown or too small to mention.
Procan also has a substantial following among pirates, especially that aspect of him that emphasizes a rivalry with Xerbo, patron of maritime trade. They are part of the most violent and vicious sect of the faith, that often traverses right into evil, and have no compunctions about throwing their victims to the sharks.
The majority of Procan's clerics live and dress simply, eschewing formal ritual. They attend to those who earn their living on the seas, and often accompany them on sea voyages, for their presence aboard is said to bring good luck. Senior priests often captain their own vessels or fund fishing and merchant fleets.
Followers of Procan offer prayers to the Lord of the Seven Seas at high and low tide each day. More formal ceremonies occur at peak high and low tides of each month and for crews prior to extended sea voyages. When possible, such ceremonies are held in tidal pools or at the high tidemark, always near the largest body of water in the region. They cast offerings of gold and pearls into the sea, and eat small amounts of fish and bread.
Clerics of Procan are always excellent swimmers and carry pouches or packets of salt on their person at all times (can be used as spell components of similar structure, ie. powders, sand, etc.). All holy water made is of salt water.
It is considered a sin to be away from the sea for over long. Port cities/towns and islands are acceptable environments.
Clerics of Procan can become proficient with a trident and can hold their breath up to double the normal times.
They add predict weather to their list of 1st level spells. They can use the create water spell to create fresh or salt water.
They add water breathing and it's reverse to their list of 2nd level spells.
They add call lightning to their list of 4th level spells and control winds to their list of 5th level spells (only works over water).
A high priest of Procan can water walk once per day as a spell-like ability.
Access to these abilities requires a cleric spend 5% more experience points per level for advancement and this must be selected during character creation. Clerics of Procan must pay a 5% tithe to their church of wealth they gain (they may also sacrifice this to the ocean—ensuring it is not disturbed by land dwellers).