Xerbo

The Sea Dragon
Lesser power of of the Sea, Sailing, Money, and Business

Portfolio: Sea, Sailing, Money, Business
Symbol: A dragon turtle or hands clutching a bag of gold
Alignment: Neutral
Domains: Animal, Knowledge, Pact* (CD), Water
Favored Weapon(s): Trident (m)

Special Notes: Divine spellcasters cannot cast spells with the fire descriptor; they are not restricted, however, from casting a spell that has been modified by an item or feat (like Energy Substitution) so that its fire descriptor is completely changed to another descriptor. Xerbo does not tolerate extended forays on land, especially for foolish pursuits such as exploring ruins and dungeons. Divine spellcasters of Xerbo who undertake missions away from the sea are expected to do so only in defense of the interests of their deity – to protect the sea or sea trade. Divine spellcasters of Xerbo who spend more than two days on land, and who are not doing so in defense of the interests of Xerbo, suffer a -1 sacred penalty to all saving throws for as long as they are on the mission and a mile or further from the nearest sea. Divine spellcasters of Xerbo are not permitted to restore anyone killed in or crossing the sea, unless a non-sea creature did the killing. Repeated acts of this nature are considered a gross violation of their code of conduct.

Description: Xerbo (ZER-boh) is a stern and indifferent god. He is shown as a large man with matted kelp-like hair, wearing dragon turtle armor and shield. His trident, Murky Deep, enchants and grants him dominion over all ocean life and can enchant his opponents. Xerbo is also a mercantile god, where his stern demeanor represents the drive for a hard bargain. Most revere him as a merchant’s god and placate him as a sea god. He avoids other gods except his estranged wife Osprem, battles Procan regularly, and sulks whenever Zilchus encroaches on his followers. His symbol is a dragon turtle. “The law of the sea states that no sea creature should be favored over another. Land creatures, including intelligent ones, have no place in the water; it is a place to be feared and respected, not exploited. Land creatures in danger on the sea deserve no help unless they act to protect sea creatures or the sea itself. Do not let one’s emotions get in the way of making trade; no person should be favored over another.” This last thought makes him popular with smaller merchants and disliked by unions and guilds. Xerbo’s clerics are expected to protect the sea and sea life. They watch over merchant vessels on trade routes or facilitate business meetings in port cities. The god does not tolerate extended forays on land, especially for foolish pursuits such as exploring ruins and dungeons. Ceremonial garb includes vestments of blue and green (resembling waving sea vegetation).

Xerbo is a lesser Suloise sea god. Most people revere him as merchant’s god and placate him as sea god. They watch over merchant vessels on trade routes or facilitate meetings in port cities.

In Naerie, church of Xerbo is small, having lost worshippers to both Osprem and Zilchus. As such the church has a bit of reputation for attracting people of questionable character to it’s rank who are willing to assist people other merchants would pass by. Indeed, several clerics have served time in prison for dealing with barely legal items important from as far as Greyhawk city.

Dogma: The law of the sea states that no sea creature should be favored over another. Land creatures, including intelligent ones, have no place in the water; it is a place to be feared and respected, not exploited. Land creatures in danger on the sea deserve no help unless they act to protect sea creatures or sea itself. Do not let one’s emotions get in the way of making trade; no person should be favored over another.

Gods of the Flanaess

Xerbo

Greyhawk Samaryllis Samaryllis