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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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