Wvelkim
The Gods of Heaven (Aedra Lords)
Kammoloth (King of the Gods)
Akkala (Healing, Purity)
Samekkh (Wisdom, Light, Knowledge)
Dokorath (Honor, War, Valor)
Velena (Love, Beauty, Truth)
Artela (Nature, Mercy)
Dvalin (Weather, Agriculture, Wine)
Wvelkim (The Sea, Marine Life, Sailing)
Yajiit (Fire, The Sun)

Wvelkim (wə-VÉL-kím) is the god of the sea, a fierce, wild deity as unpredictable and powerful as the sea itself. He proclaims himself the master of the Deep and all who venture upon it, as well as the father of the Maeril (merfolk) race. Sailors and fishermen pray for his favor, but they also fear his wrath far more than that of any daedra.

Appearance & Personality

Somewhat similar in appearance to Samekkh, Wvelkim's hair and beard are a deep blue-gray, his robes a midnight blue. His beard and hair are wild and unkempt, where Samekkh's are well-groomed. He carries a golden trident, which stirs the waves and tides to his bidding. Sea creatures, such as dolphins and sharks, flock to his command like the wild forest animals that follow Artela — and similar to Artela, he draws his power from the creatures and forces of the seas, as well as from mortals who pay honor to him and his realm.

As a general rule — and like most sea gods in literature — Wvelkim is passionate, capricious, and at least a little cranky much of the time. He acts out his emotions on a grand scale, whether he is shaking with gales of laughter or tearing ships and coastal cities to pieces with savage fury. In Dungeons & Dragons terms, he's Chaotic Neutral: a free spirit, driven by his own whims and desires, a believer in the rights of thinking beings to be free but rarely getting involved in moral crusades unless his own children or his domain are threatened.

Wvelkim is highly protective of ocean life, and especially of his mortal descendants, the Maeril (known to humans as merfolk). He does not begrudge the humans the use of the oceans or their bounty, provided that they show the proper respect to him and his domain — but if a human should be found to abuse that privilege through overfishing, pollution, or harming the Maeril, his wrath is terrible to behold. Wvelkim can hold a grudge for a very long time, and there's no sure-fire way to appease him once he has been angered. (Human tribes and cities have, over the years, attempted everything from lavish gifts to human sacrifice, with mixed results.)

Wvelkim has no interest in the struggle between the gods and daedra unless it begins to affect his "subjects". He observes the surface battles between Whales and Sathmore with mild interest, but these conflicts rarely cause much damage to his realm. Whalish sailors, as a rule, are not religious, while Sathmorans tend to be more devout; however, the Whalish are very practical and fair-minded in their dealings with the Maeril and treat the merfolk with as much respect as any human trader, while Sathmorans (with typical Imperial pretentiousness) tend to view merfolk as interesting but potentially dangerous savages. Because of these conflicting feelings about both sides of the conflict, Wvelkim is content to sit the matter out and let his Maeril make their own choices about whom to aid, and when, and in exchange for what considerations. Currently most of the Maeril tribes lean somewhat toward the side of Whales.

For more about Wvelkim's personality, see the Origins section of the article on the Maeril.

Divine Intervention

Boons:

Cost:

Discipleship

Known Disciples:

Offspring & Servants

Symbology

Aura: A rolling white mist, usually hanging low to the ground, accompanied by a scent of sea-spray.

Holy Symbol: Two jagged lines, one above the other (representing waves).

Symbolic Creatures: Dolphin.

Holy Day: Wvelki'kema, September 29th.

d20 Notes

Lesser Deity
Alignment: Chaotic Neutral
Domains: Ocean, Water, Watery Death
Weapon of the Deity: Returning Trident


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