- Titles: The Everfull Jug, the Turbulent One, the Torrent, Lord of the Seas.
- Aspects: Lakes, rivers, sea, sailors, water.
- Symbol: A jug pouring out water.
- Priesthood: Navigators (priests); Marines (paladins)
- Herald: A mermaid (at sea) or a rough-looking sailor with waterlogged clothes (on land).
- Holy Day*: Every Waescdaeg. Any day a new ship is blessed is also a local holy day.
- Duties: Protect and aid sailors and sea creatures, keep watercourses clean and flowing.
- (Minor) using a bridge when you can wade or swim safely, allowing a water creature to be harmed except for food, not drinking your share of water each day;
- (Major) killing a water creature except for food, not undertaking a sea voyage of at least a week duration once a year;
- (Mortal) polluting a water source, burying someone in the earth.
- Signature Power: Environmental protection (water only).
- Powers: Barrier, beast friend (sea creatures only), bolt, boost/lower trait (Boating and Swimming only), champion of the faith, elemental form (water only), elemental manipulation (water only), energy immunity (coldfire, fire, heat, ice, and water only), ethereal/corporeal (no corporeal), fatigue, fog cloud, glyph, healing, mend, sanctuary, shape change (sea creatures only), stun, succor, summon beast (aquatic beasts only), summon herald, summon elemental (water, mud, and steam only), wall of might, water walk.
- Trappings: Clergy must use water trappings whenever appropriate. They cannot take fire or heat trappings.
Neorthe commands all the waters of the world, be they rivers, oases, or oceans. Like the waters, the deity can be calm and benevolent one moment, and destructive and malevolent the next. His image is of a bearded man with seaweed for hair. When shown in full form, rather than just a torso, he has a fish’s tail instead of legs.
Neorthe is one of the four elemental gods. Only mariners and fisherman worship him directly, though farmers pay him annual homage so he will give his brother Thunor enough water to sprinkle on their crops, but not so much it drowns them.
Shrines to Neorthe can be found on all ships, and many sailors carry small images of the god to protect them should they fall into the sea. Some springs, especially hot springs, have shrines near by, and roads following the course of major rivers may also have small shrines along them. Most bridges are engraved with his symbol to ensure the god doesn’t take offense at their presence. Traditionally, any new ship, whether it is a rowboat or a vast warship, is blessed by a Navigator to ensure good luck and to appease Neorthe’s wrathful nature. Every port of note has a temple to him, usually located by the docks. As well as being a place of worship, temples serve as soup kitchens for fishermen and sailors down on their luck, and marketplaces where fisherman, sailmakers, and netmakers can sell their wares. Captains seeking mercenaries to work as marines or sailors needing a ship use the temples as recruiting grounds.
Priests serve as ship captains or navigators, though a few earn their keep as cartographers. Paladins, as befits their name, commonly work as waterborne-mercenaries, rowing and fighting when necessary. Both are responsible for protecting watercourses. Sometimes this means killing despoilers, such as orcs, or clearing up the fell residues left by mining operations. During winter they hack away at ice to keep smaller rivers flowing. Some travel far and wide as part of their work, others restrict themselves to a single body or stretch of water.
Ceremonies are rarely conducted on land, that being an affront to Neorthe. Sacrifices take the form of coins or worked objects, which are thrown into rivers, lakes, or the sea for Neorthe to collect. Animal sacrifices are typically land animals or birds—the killing of a marine creature is considered a sin, except when it is done to provide food.