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Triumvir Calior of the Silent Tides

 

Triumvir Calior of the Silent Tides

 

*Lord of the West, Keeper of the Deep Currents, Guardian of the Sacred Reefs*

  ---  

History

  Among the translucent domes of the City of Thal'Vareth, where coral reefs intertwine with mother-of-pearl foundations and seaweed dances like emerald curtains, Calior was born, son of the House of the Silent Tides. His family, ancient and respected, had long been guardians of the western lands of the Tritons Kingdom: a vast domain of lagoons, kelp forests, and crystalline depths that stretched all the way to the Lyr Deep.   As a young man, Calior showed no interest in politics or weapons, like many of his noble peers. Instead, he spent hours listening to the currents, maintaining that "every flow of water carries an ancient voice, a forgotten thought of the sea itself." He studied at the Deep Tide College, where he immersed himself (literally and metaphorically) in the disciplines of hydromancy and aquatic geomancy.   It was there that he discovered Sea Current Breathing Magic, an ancient body of spells that allowed merfolk mages to listen to and even interpret the life pulses of the sea. Over time, he became one of the most skilled students of aetheric currents, flows of arcane energy that flow through the waters of the world and fuel the ocean's life cycle.   When the House of the West was left without direct heirs after the death of his mother, Triumvir Lyra, Calior was called to fill the Council seat. At first he refused, claiming that "tides do not obey thrones," but was convinced by the Supreme Singer that the sea itself had chosen him: "Every current needs a guardian, or it is lost."   Since then, Calior has been known as the Triumvir of the West, guardian of the Silent Tides. His domain covers the vastest and wildest part of the tritonid realm, where marine nature is stronger than ever, and where the boundary between the mortal world and the primordial depths is as thin as a veil of sand.   ---  

Character and Personality

  Calior is the most introverted of the three Triumvirs, and perhaps the most enigmatic. Many describe him as "detached," but those who truly know him know that his calm is that of a deep sea: silent on the surface, but rich in thoughts and emotions that lies beneath.   He speaks little, but each word is measured like a tide calculated by centuries of experience. When the Council of Triumvirs meets, he is often the one to break the longest silences with a sentence that changes the course of the discussion. "The sea does not raise often its voice to be heard, but in the end, no one can ignore its power.", he likes to say,   His gaze, clear as water glass, seems to peer beyond what is visible. Many say he can sense the emotions of others as emotional currents, gentle but inexorable. However, he does not judge; he prefers to understand. This empathy makes him a natural mediator, especially between the conservative and expansionist factions of the kingdom.   His passion is marine life itself: he dedicates time and resources to protecting coral reefs, safeguarding singing kelp forests, and maintaining a balance between the use and respect of natural resources. However, he is not a blind idealist. He believes in the necessity of defense and military force as a deterrent, but only when used with the discipline of the water: "The sword of the sea is the current: invisible, inevitable, and never wasted."  

Relationships and Conflicts

  In the Council of Triumvirs, Calior is considered the "heart" of the triad.  
  • He shares a brotherly mutual respect with Triumvir Mariale Vir'Thal (North). He is an impulsive and fiery warrior and chafes at the slow decision-making of Calior, but admits that his intuitions have saved the Kingdom more than once. Calior, for his part, considers him "the storm that keeps the sea alive."
  • He has a more complex relationship with Triumvir Selina ShadowCoral (East), a strategist and priestess. Selina admires Calior's ecological vision but considers it a tactical weakness; Calior, on the other hand, suspects Selina of harboring dangerous secrets linked to the depths of the Pit of Nerevath. Despite tensions, the two respect each other as complementary opposites.
  • Outside the Council, Calior maintains close ties with the Tidesingers and the Sea Current Scholars, an order of scholars exploring the connection between magic and marine biology. He is also the principal patron of the Guardians of the Sacred Kelp, an eco-magical militia that defends the western borders from raiders, pirates, and illegal coral hunters.   His main political opponent is Atheron the Golden, mercantile governor of the Frux Isles, who advocates aggressive economic expansion. Calior, on the other hand, promotes "responsible commerce": for him, profit must flow like the current—never stagnate, but neither erode the coastline.   In recent years, he has become concerned about anomalous phenomena: reversed currents, dead sea zones, and the growing number of strange mechanical parts found in the western region. He fears that something ancient is rising from the depths of the Lyr Trench, a place only he dares explore firsthand.  

    Abilities and Powers

     
  • Tidal Hydromancer (Caster Level 17th): Calior masters an ancient school of magic that combines conjuration, environmental control, and the manipulation of living water.
  • Can summon liquid walls that act as *Wall of Water* or *Fog Storm*.
  • Concentrates tides to create areas of *Sea Pressure*, dealing damage or immobilizing enemies.
  • Can “listen” to magical currents: an ability similar to *Natural Divination*, allowing him to sense arcane disturbances in the waters for many kilometers.
  • Bonding with the Primordial Sea (Su): Once per day, he can merge with the surrounding water, becoming a living wave immune to physical damage and capable of passing through liquid surfaces like a thought.
  • Command of Barriers: Can communicate with coral and marine plant creatures, commanding them to grow, retreat, or change shape (effect similar to *Plant Metamorphosis* but limited to aquatic forms).
  • Marine Empathic Sense: senses emotions and psychic tensions in creatures within 12 Hex, such as subtle changes in temperature or flow.

  • In combat, Calior rarely attacks first. He uses the environment as a weapon: he manipulates pressure, alters salinity, or freezes portions of water into spears of liquid ice. He is a master of defense, but also of adaptation, capable of turning the tide of combat to his advantage.  

    Possessed Items


    Trident of the Guardian Currents (Minor Artifact)
  • Aura: very strong (abjuration and evocation)
  • CL: 17th
  • Properties: +3 trident that can summon a *Wall of Water* 3/day and *Control Water* at will.
  • Unique Power: Once per day, the wearer can absorb one fire or electricity spell directed at them and transform it into a healing wave that restores 3d8 hp.

  • Cloak of Silent Tides
  • Aura: moderate (abjuration)
  • CL: 12th
  • Effect: Grants *Elemental Resistance (fire, electricity)* 10 and allows the wearer to move through water as if subject to *Water Walk* and a *Swimming Speed 12 Hex.*.
  • Special Feature: The cloak is alive—a web of ancestral algae that moves with the wearer's emotions.

  • Seashell of Tides Listening
    - Ancient divination item, similar to a focus. Allows you to cast *Clairaudience/Clairvoyance* within 3 km, but only in underwater locations. The voice that answers isn't always the one you want: sometimes, it's said, the sea itself answers Calior.

    Role in the Setting

    Calior can be:  
  • Mentor or patron of scholarly PCs or marine druids;
  • Political ally in diplomatic missions between Tritonid and Elves;
  • Neutral NPC who protects natural relics but may oppose the PCs if they disturb the balance;
  • Rescue target if kidnapped or corrupted by abyssal forces;
  • Non-evil final boss if the PCs serve some powers that ravage sea barriers.
  • Famous Quotes

    “Every tide speaks, if you have the patience to listen.”
    “Balance is not stillness, but harmony in movement.”
    “He who fights against the sea, loses. He who fights *with* the sea, survives.”
    Show spoiler

    Triumvir Calior of the Silent Tides

      Male Tritonid (Modified Elf)
    Class: Wizard 10 / Tidal Hydromancer 7 (Tritonid Unique PrC)
    Alignment: Neutral Good
    Size: Medium
    Type: Humanoid (Aquatic, Elf)
    Power Level: Regional Epic NPC – Recommended as an ally or mentor
     

    Game Data

     
    Attribute Base Value Racial Modifiers / Item Total
    Strength 10 — 10
    Dexterity 14 +2 (racial) 16
    Constitution 12 — 12
    Intelligence 17 +4 (object) 21
    Wisdom 15 — 15
    Charisma 13 — 13
      Hit Points: 72 (17d4+17)
    Initiative: +3
    Speed: 30 ft., swim 60 ft.
    Armor Class: 23 (10 base +3 Dex +4 natural armor +3 cloak +3 deflection)
    Base Attack/Grapple: +8/+8
    Attack: Trident of the Guardian Currents +11 melee (1d8+3, crit. ×3)
    Special Attacks: Hydromantic magic, tidal mastery
    Special Qualities: Current bond, water breathing, darkvision 60 ft., marine empathy
    Saving Throws: Fort +6, Ref +7, Will +11
     

    Skills

      *(Total bonus already included with ability modifiers and synergies)*  
    Skills Bonus
    Knowledge (arcana) +22
    Knowledge (nature) +18
    Knowledge (planes) +16
    Concentration +17
    Spellcraft +23
    Diplomacy +12
    Intuition +13
    Sense Motive +10
    Listen +9
    Swim +12
    Survival (aquatic) +10
      Languages: Tritonid, Elven, Common, Aquan, Celestial, Abyssal.  

    Feats

     
  • Concentrated Spellcaster (water)
  • Current Mastery *(tritonine regional feat: +2 bonus on Concentration and Spellcraft checks for water spells)*
  • Extend Spell
  • Empowered Spells
  • Water Mastery (CdP)
  • Fluid Spells *(special feat: reduces the metamagic level of spells with the water or cold descriptor by 1)
  • Authority (for his Sacred Kelp Guardians)
  • Tide Lore *(epic, allows him to sense magical disturbances within 10 km of water)
  • Special Abilities

     
    Current Bond (Su)
    Calior can, as a standard action, become a translucent liquid form for 3 rounds. + 1/2 class level (8 rounds). In this form: Immunity to physical damage, vulnerable to fire magic (+50%), can pass through narrow, solid spaces by liquefying water molecules.  
    Listen to Currents (Su)
    Once per hour, you can make a Concentration check (DC 25) to "hear" the presence of magical or psionic distortions within a radius of 1 km per caster level (17 km). This functions as Clairvoyance, but without line of sight.  
    Command Barriers (Su)
    3/day, you can animate coral and seaweed as if casting Move Earth, but limited to aquatic environments. Coral can create cover, weapons, or natural obstacles.  
    Marine Empathy (Su)
    You sense the emotions of all aquatic creatures within 30 feet. Aquatic creatures with Int < 3 won't attack unless provoked.  

    Prestige Class: Tidal Hydromancer (Main Class Traits)

  • Water as a Weapon: Can modify any spell with the water or cold descriptor to suit an underwater environment.
  • Regenerating Current: Gains fast healing 1 if completely submerged in pure water.
  • Defensive Surge: As a reaction, can create a liquid barrier that provides total coverage for 1 round.
  • Tidal Mastery (ultimate ability): Can alter the flow of a sea current on an epic scale (1 mile radius) for 1 day, affecting pressure, direction, and temperature. This works like *Control Weather*, but only underwater.
  • Spells

      Caster Level: 17th
    Spell DC: 15 + spell level
    Favoured School: Conjuration (water/cold)
    Forbidden Schools: Necromancy, Enchantment  

    Spells Known (typical daily)

  • 0th (4/day): Light, Prestidigitation, Detect Magic, Message
  • 1st (6/day): Water Bolt*, Mage Armor, Occult Mist, Detect Poison, Lesser Hydrosphere*
  • 2nd (6/day): Sea Fog*, Melf's Acid Arrow, Lesser Restoration, Bull's Strength, Undersea Wind*
  • 3rd (6/day): Wall of Water*, Dispel Magic, Haste, Sea Scent Mist*, Underwater Invisibility*
  • 4th (6/day): Control Water, Call Lesser Storm*, Polymorph, Remove Curse
  • 5th (5/day): Cone of Cold, Current Mastery*, Solid Fog, Teleport (Aquatic)*
  • 6th (4/day): Ice Storm, Plane Shift (Aquatic Planes), Control Weather, Major Healing
  • 7th (3/day): Arcane Tide*, Simulacrum, Storm of Vengeance
  • 8th (2/day): Tide of Souls*, Ocean Shield*, Abyssal Surge*
  • 9th (1/day): Heart of the Primordial Sea* (unique ritual, similar to *Polymorph into Colossal Elemental Water* + environmental control for 1 hour)
  • (*=tritonid unique spells or modified for underwater environments)  

    Equipment

     
  • Trident of Guardian Currents (+3, see previous description)
  • Cloak of Silent Tides (resistance, swimming, fire/electricity resistance 10)
  • Ring of the Eternal Sea (immunity to suffocation, +4 saving throw bonus against pressure effects)
  • Current-Listening Shell (divination)
  • Greater Abyssal Pearl (maintains permanent *Water Breathing*)
  • Sacred Kelp Talisman (+2 natural AC, +2 to spell save DCs with the “water”)
  • Summary Statistics

      Total AC: 23
    Best Attack: +11 (Trident of the Guardian Currents, 1d8+3, crit ×3)
    Ranged Attack: +10 (Water Ray, 6d6 impact damage)
    Resistances: electricity and fire 10; immunity to suffocation; DR 5/Fire
    Primary Spells: *Control Water, Mist Storm, Current Mastery, Heart of the Primordial Sea*
    Magic Aura: Strong Abjuration and Evocation  

    Combat Tactics

     
  • Before combat: Activates *Magic Armor*, *Wall of Water*, *Resist Elements*.
  • During combat: Opens with *Solid Fog* or *Mist Storm*, uses *Defensive Surge* to protect itself, then *Cone of Cold* or *Empowered Water Ray*.
  • In an emergency: Merges with the water via *Current Bond* to retreat or reappear behind the enemy.
  • In terrestrial environments: prefers to summon water currents with *Control Water* or *Arcane Tide* to recreate his ideal terrain.
  • Current Location
    Ethnicity
    Children
    Sex
    Male
    Gender
    Man
    Aligned Organization

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