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Eristemus

The Deity
The Church
Clerics
Holy Warriors
Prestige Classes

 

Religion

ERISTEMUS, god of Travelers and Merchants

Known as "The Wanderer" and "The Clever", Eristemus is the god most associated with wealth, happiness and enjoyment of life.  Son of wild Ilion and mighty Borlamnos, this god has a large and dedicated following.

Associations

Eristemus is the patron of wanderers, merchants, diplomats, rogues, liars, tricksters and thieves.  He is also the patron of trade, wealth, and happiness. Among animals, he is most associated with the fox, and is often represented in southern lands as actually having the ears and tail of a fox.   

Alignment

Eristemus is chaotic good.

Representations

Eristemus is represented by a variety of symbols. South of the Valesian Sea, the most common is the head of a fox.  In the Conorrian heartland, his faith is most often represented with a golden coin with a laughing face.  In the Successor States and throughout the north, he is usually represented with a depiction of a road running out to the horizon. 

Purpose

Eristemus believes that happiness and joy are the right of every mortal.  He seeks to increase laughter and good cheer of mortals, and believes that increased trade and diplomacy among them is the best way to accomplish this.   

Servants

 Neferis - Once the self-styled "Queen of Thieves", Neferis was a good-hearted Thariyyan bandit who once talked her way out of a lifetime in jail by charming the Empress Abraxia with her wit.  Now a member of the Celestial Host, Neferis is Eristemus' messenger.  She travels the byways and back roads of the world, leaving chaos and merriment in her wake.

Adalon - Eristemus' shining silver mount, the fastest horse of them all, tireless Adalon has been Eristemus' companion through a thousand adventures.  It is said that the swift mounts of Valesia are descended from his foals.


THE CHURCH - The Ways of Eristemus

Church Description

After the Great Church and the Temples of Calandra, the Ways of Eristemus are the most popular of churches.  Eristemus' joyful approach to life and his largely nonjudgmental doctrine make his worship popular across many cultures and social strata.  Each temple is known as a "Way" and is more of a place to discuss philosophy and tell stories than a place of dedicated worship.

Church Structure

The Ways of Eristemus have very little structure to them.  Each Way is presided over by a High Waymaster, who is usually served by a staff of Wayfarers.  The various Ways remain in close contact with their neighbors because of the constant wandering of the Wayfarers and the faithful of Eristemus.  No greater authority exists within the church than the local High Waymaster, though regional councils are held at infrequent intervals to discuss matters of pressing importance.

Doctrine

Freedom -  The followers of Eristemus place great value on personal freedom.  Not only do they abhor slavery, but they believe strongly in self-reliance and self-determination.

Diplomacy - Eristemus taught that violence was a last resort, save where the creatures of Malbor were concerned.  Diplomacy and trade are the ultimate expressions of one's gentler, higher nature.

Travel - It is important to travel, both physically and creatively.  A wide experience of the world tends to make one both wiser and better equipped to better oneself.  

Joy - Life is a gift of the gods, and should be enjoyed.  Wine, food, companions and laughter should all be brought to those in sorrow.

Holy Days

The Eristemalia is an important festival in all of Vatheria.  During this three-day celebration in the late summer, there are games and performances, as well as trade fairs and frequently, parades.  

Preferred Weapon

There is no one weapon most often used by the Wayfarers, though they are more likely than most to use some exotic weapon learned of in foreign lands.


CLERICS - The Wayfarers of Eristemus

The Order

The clergy of Eristemus are known as Wayfarers.  They have a very loose organization, as most of the membership has no fixed address or Way.  When in the territory of a given Way, it is obligatory to present oneself to the presiding High Waymaster, but obedience is expected only so long as one plans to remain within that territory.

Unbeknownst to the population at large, even the worshipers of Eristemus, one of the reasons that the Wayfarers wander the earth is the solemn vow they take at their ordination to seek for the lost pieces of the Tablets of Eternity, the mystical writings which contain the sayings of the prophet Vaulos.  

Considered by many to have an unexplainable connection with the god, Vaulos uttered a host of eerie and uncanny predicitions which were recorded on bronze tablets by the dwarves of Geledhost who had given him refuge in their halls.  But in the very year of his death, the Darothic horde destroyed Geledhost and most of western Vatheria.  The tablets were lost and scattered across the continent.   The few that have been recovered are endlessly debated by the faithful of Eristemus.

Titles

All priests of Eristemus are known as Wayfarers.  Those who have been elected to head a Way are known as the High Wayfarer.  This is usually, but not always, the highest-level priest in the Way.

Domains

Wayfarers may choose from among the following domains: Good, Diplomacy, Luck, Trickery and Travel.  Diplomacy is an unique domain, created for the Wayfarers:

Diplomacy Domain

Granted Power: Bluff, Diplomacy and Sense Motive are all class skills.

Diplomacy Domain Spells:
1. Comprehend Languages
2. Calm Emotions
3. Tongues
4. Sending
5. Gullibility (RR2)
6. Visage of the Overlord 
7. Charm's Aegis (RR2)
8. Discern Location
9. Convert (RR)

Spells

The spells of the Wayfarers may be found here.

Alignments

Wayfarers may be Neutral Good, Chaotic Good or Chaotic Neutral.


HOLY WARRIORS* - Heralds of Eristemus

The Order

There is no order among the Heralds.  Like their patron, they wander from place to place, perhaps settling for a short time, but always moving on in the end.  Almost all tales of the Heralds end with the Herald simply disappearing or hiking up to meet the sunrise.

Heralds seek out adventure, danger and wealth in the pursuit of great deeds.  Their goal is to travel, gain knowledge, do great deeds and fight the good fight.  In short, they are life-long adventurers.

Titles

The Heralds of Eristemus go by no titles, but out of respect are usually called "Sir" or "Dame".

Races - Any race may choose to be a Herald, though dwarves rarely do.

Hit Die - d10

Class Skills - The Herald's class skills (and the key ability for each skill) are:  Bluff (Cha), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Religion) (Int),  Profession (Wis), Ride (Dex) and Sense Motive (Wis).  

Weapon and Armor - Heralds are proficient with all simple and martial weapons and with light and medium armor and with shields.

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Level
1 2 3 4
1st +1 +2 +0 +0 Relentless Runner, Smite Evil 1/day - - - -
2nd +2 +3 +0 +0 Lay on Hands, Winged Feet - - - -
3rd +3 +3 +1 +1 Aura of Courage, Tireless Runner - - - -
4th +4 +4 +1 +1 Turn Undead 0 - - -
5th +5 +4 +1 +1 Smite Evil 2/day,
Special Mount
0 - - -
6th +6/+1 +5 +2 +2 Gift of Eristemus 1/week 1 - - -
7th +7/+2 +5 +2 +2   1 - - -
8th +8/+3 +6 +2 +2   1 0 - -
9th +9/+4 +6 +3 +3 Gift of Eristemus 2/week 1 0 - -
10th +10/+5 +7 +3 +3 Smite Evil 3/day 1 1 - -
11th +11/+6/+1 +7 +3 +3   1 1 0 -
12th +12/+7+2 +8 +4 +4 Gift of Eristemus 3/week 1 1 1 -
13th +13/+8/+3 +8 +4 +4   1 1 1 -
14th +14/+9/+4 +9 +4 +4   2 1 1 0
15th +15/+10/+5 +9 +5 +5 Smite Evil 4/day,
Gift of Eristemus 4/week
2 1 1 1
16th +16/+11/+6/+1 +10 +5 +5   2 2 1 1
17th +17/+12/+7+2 +10 +5 +5   2 2 2 1
18th +18/+13/+8/+3 +11 +6 +6 Gift of Eristemus 5/week 3 2 2 1
19th +19/+14/+9/+4 +11 +6 +6   3 3 3 2
20th +20/+15/+10/+5 +12 +6 +6 Smite Evil 5/day 3 3 3 3

Smite Evil - Once per day, a Herald may attempt to smite evil with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per level. If the holy warrior accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. The Herald may Smite Evil twice per day at 5th level, three times per day at 10th, four times per day at 15th, and five times per day at 20th level.  Smite evil is a supernatural ability.

Relentless Runner - The Herald of Eristemus is gifted by the goddess to with an uncanny ability to carry messages and get places on foot.  This ability grants the Herald  the Run feat.  Further, the length of time the Herald  can sustain a run before making Endurance checks is multiplied by his Charisma modifier.  Once he does make Endurance checks, he adds his class level to the check.  

For example: a 12th level Herald with a 14 Constitution and a 20 Charisma starts running down the road to warn a nearby town of an invading army approaching.  Since he has the Run feat, he can run at 5x his normal speed.  He can sustain this for 70 rounds (14 for his Consitution, multiplied by his Charisma modifier of +5).  After 70 rounds, he starts making Endurance checks at +12 (his level).

Lay On Hands - At 2nd level, the Herald gains the ability to cure damage with his holy touch.  Each day a Herald can cure a total number of hit points equal to the Herald's Charisma bonus (if any) times the Herald's level. The Herald can cure himself. The Herald may choose to divide his curing among multiple recipients, and he doesn't have to use it all at once. Lay on hands is a spell-like ability whose use is a standard action.

Winged Feet - At 2nd level, the Herald of Eristemus runs as though carried by celestial wings.  He gains a bonus of +10 to his movement.  He also ignores all armor penalties to movement for medium armor or lighter, and movement penalties for heavy armor are halved.  Carrying a medium load does not slow him at all, but a heavy load will reduce his speed by 5 feet.

Aura of Courage - Beginning at 3rd level, a Herald is immune to fear (magical or otherwise). Allies within 10 feet of the crusader gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.

Tireless Traveler - Upon reaching 3rd level, the Herald of Eristemus can go many days without food, water or rest, as he is kept alive and moving purely by faith.  The Herald may go without sleep or water for a number of days equal to his level.  He may go without food for a number of days equal to his Charisma modifier times his level.

Gifts of Eristemus

Beginning at 6th level, the Herald can cast freedom of movement, as per the spell, once per week as a caster of  his class level .  He can use this ability twice per week at 9th level. Freedom of movement is a spell-like ability for Heralds.

Beginning at 12th level, the Herald may use freedom of movement, as above, or he may choose to use his Gift of Eristemus to cast sending as per the spell. (as from a caster of his class level).  He can use either ability more often as he advances in levels (four per week at 15th level and five times per week at 18th level). Sending is a spell-like ability for Heralds.

Spells

Beginning at 4th level, the Herald gains the ability to cast a few divine spells, listed here.

Mount

At 5th level, the Herald may call upon a swift warhorse.  Many of the great Heralds of legend also rode other, more exotic mounts, such as griffons or the devil-lizards of Thariyya.

Code of Conduct

Bravery - Always be willing to fight the good fight, to seek adventure and to protect those of good heart.

Travel - Spread the word of Eristemus to many places.  Seek out the unusual.

Diplomacy - Ease conflicts, reconcile enemies, make friends, and urge others to do the same.

Happiness - Life is a gift.  Live it well, and aid others to do so.  The purpose of wealth is to promote beauty and happiness.  Love.  Laugh.

Associates

The Heralds will associate with any of good heart, but prefer those of good cheer, or those who need good companionship and good cheer.  

Alignments

A Herald of Eristemus must be Chaotic Good.


PRESTIGE CLASSES

None Yet.


* The Holy Warrior Class is derived from The Book of the Righteous by Green Ronin Publishing.  Details can be found here.

 

 
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