If nereids are the enchantresses of the water fey and bog
nixies are the witches, that basically makes oceanids the druids and water
elementalists. These nymphs eschew the
beguiling habits of their sisters for the magic of the waves, weather, and sea
life. In fact, their bodies are even
part water, only resolving into legs on land.
Since they live in the wide-open oceans, oceanids still
regard mortals as novelties. Thus they
generally like encounters with people, especially flatterers…but say the wrong
thing and they will hurl waves, waterspouts, and elementals at you with the
fury of a tropical storm.
PS: I was a little surprised at first that oceanids are less
powerful than nereids—oceans are bigger places than rivers, lakes, bays, and
seas, after all. Then again, life in the
pelagic zone, while never precisely calm, has its own natural rhythms, and
oceanids reflect that. Whereas life closer
toward land means facing all kinds of threats and temptations, so perhaps
nereids have grown in strength by necessity.
(This may also explain the differences between their magic.)
Also Wikipedia reminded me that in Greek mythology oceanids
are the daughters of titans, whereas nereids (while also being daughters of
titans) more closely associate with their heirs, the victorious gods. If your campaign has similar divine power struggles
in its ancient past, an old-order vs. new-order conflict is one explanation for
the power difference.
A vain oceanid falls
in love with an ice sculptor’s rendition of her…so naturally she abducts
the sculptor. Her galvo majordomo is
less than amused to be tending to this weak, non-water-breathing ape, and plans
to sell him to sahuagin fleshcrafters.
A pilot plies her
trade from a small shack on Pikefin Wharf.
Known to be bitter and acerbic to the extreme, she nevertheless knows
her trade—no ship in her care has ever foundered, run aground, or been lost to
storm. The cause of her bitterness is
exile: She is an oceanid forced to shelter on land, replenishing herself with a
swim at dawn and dusk. Whatever her
trespass, she clearly still fears retribution, and will kill to keep her
secret. If befriended, her local
knowledge and waveglide ability could make the difference in a coming battle,
but spending too long in deep water may alert her enemies.
In order to be
crowned archdruid, an adventuring druid must first challenge the leaders of
the five Low Circles. The Circle of Sea
and Sky is not led by a druid, however, but by an oceanid. She favors dueling with summoned nature’s allies, and in addition to the
usual orca or moray eel a druid of her talents might summon, she can also raise
spiny creatures from depths rarely seen by men (treat each as a manticore with
a swim speed of 50 ft. and a fly speed of 30 ft. (clumsy)). Any cheating or aid from outside parties
(such as the druid’s fellow adventurers) will be met with a blast of water
telekinesis.
—Pathfinder Bestiary 4
208
Hey all, I’m getting the entries out basically on time, but
responding to mail, thoughts on recent RPG book purchases, and any of the other
things I like to do in this space still have to take a backseat until work
calms down. Keep writing and reblogging,
though! You guys are great.
Edit: Attention
markmoreland and wesschneider: Now that guyads are canon in in Pathfinder,
might I propose the broceanid?
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