Neritha, the Far-Tide
Neritha is the far-tide, keeper of every distant shore. She drew the first river across the unwalked earth. Every current is a road, and every fair trade a voyage. The moon commands her waters and the wolf’s waking blood. She drowns those who bloody the sea for sport.
The traders’ goddess, the fishers’ goddess, the goddess of anyone who looks at a horizon and wants the other side of it. Neritha’s worship is movement and exchange — and note the fourth line of her creed: the same moon that pulls her tides pulls the wolves, and she welcomes lycanthropy. A werewolf sailor earns half again on every catch and every bargain.
What Neritha Demands
Section titled “What Neritha Demands”| Deed | Her judgment | Favor |
|---|---|---|
| Drawing sustenance from the tide (fishing) | Loves | +0.2 |
| Carrying a fair bargain across the world (trading with villagers) | Loves | +0.2 |
| Fashioning tools for the far horizon (crafting boats, compasses, maps, spyglasses) | Loves | +0.3 |
| Clearing the deep of its hungry dead (killing drowned and guardians) | Loves | +0.2 |
| Bloodying the sea for sport (killing dolphins, turtles, axolotls, squid) | Hates | −4 |
| Shattering the living reef (breaking coral blocks) | Hates | −2 |
The Ladder of Standing
Section titled “The Ladder of Standing”| Standing | Favor | What it feels like |
|---|---|---|
| Horizonborn | +75 to +100 | Dolphin’s Grace II, Luck I, Conduit Power |
| Tidecaller | +50 to +74 | Dolphin’s Grace I, Luck I |
| Wayfarer | +25 to +49 | Dolphin’s Grace I |
| Shorebound | −10 to +24 | Nothing. You have not yet left the beach. |
| Salt-Cursed | −40 to −11 | Unluck |
| Becalmed | −70 to −41 | Slowness I |
| Cast Adrift | −100 to −71 | Weakness I, Slowness I — and the sea comes for you |
Domain Blessings
Section titled “Domain Blessings”At Wayfarer standing, a successful catch has a 10% chance to be duplicated. That chance rises to 20% at Tidecaller and 30% at Horizonborn. Followers at any of those standings also receive Water Breathing and Dolphin’s Grace whenever they are in water.
The Far-Tide Vigil
Section titled “The Far-Tide Vigil”Her holy day falls on the 14th of Tidecall, when the far waters pull at every keel: from dawn to dusk her faithful earn double favor for every deed she loves. The reckoning of days is kept in The Turning Year.
The Far-Tide keeps a calm sky. She stands warmest with Mosswyn — the rains feed the fields — and holds only one mild mistrust, of Nythrava, for the tide has no love of a thirst that empties veins. Where the standings sit today is written in The Quarrels of Gods.
Living Under the Far-Tide
Section titled “Living Under the Far-Tide”Horizonborn is a water-dweller’s dream: permanent Conduit Power means breathing, vision, and mining speed under the waves without building a conduit, and Dolphin’s Grace II makes you the fastest swimmer on the server. Fish, trade your way through villages, hunt the drowned for her — and treat every living thing in the water as sacred cargo.