The Wandering One

Also known as the Wanderer, Rootless, or the Nomad, the Wandering One is the Demiurge of traveling, homelessness, migrations, surviving against odds, and restlessness. It generally appears as male, clad in simple leather gear, and modestly equipped and armed for a person of the region and area where it is encountered.

Invocation: calling upon the Wanderer is tossing a coin to chance, and letting whatever happens, happen. This is generally most useful in making completely uneducated choices, trying to find something lost, or in a situation where chaos and random chance are the most fluid.

Evocation I

The Wanderer is accompanied by hunting hounds, E-I summons one of its hounds to the summoner's aid. While they can fight quite well, they are better suited to tracking, hunting, exploring, and scouting for danger in the wilderness. The hounds are no specific breed, and most would be best described as borderline feral mongrels, the sort of dogs destined to live on the side of the road and sleep in a ditch.

Evocation II

The Wanderer sends an avatar to assist, appearing as a male of average appearance and equipped as a typical nomad or traveler would, matching the summoner's race. There is a small chance the Wanderer's avatar will appear as a female, but this is 10% with a male summoner, and 30% with a female summoner. A devotee of the Wanderer can enhance this spell to summon a specific avatar of the wander, provided they have previously met and are on cordial terms.

Evocation III

The Greater Avatar of the Wanderer is called, which is largely the same as E-2, but the avatar is stronger, appears mounted on a suitable beast, and is accompanied by at least one but no more than three hunting hounds. To earn E-3, the E-2 must be mastered, and the summoner must have a specific Avatar they call.

Evocation IV

Summoning the Entourage of the Wanderer is to call a group of greater and lesser avatars, some mounted, most not. They are not a war host, they appear as travelers, they might have wagons, but importantly, they have aid. Medical skills, food and drink, guidance, and in a pinch they can be roused to a defense of a specific location that is relevant to the Wanderer, such as a roadside inn, an abandoned watch tower, and so forth.

Evocation V

This level calls forth multiple groups of other travelers and wanderers, bringing the Wanderer's followers together in a single place. Casting the spell is not easy, nor is it fast. Mortals gain no magical transportation, but they might find their numbers increased as they pick up people on the road, avatars of the Wanderer, and so forth, so that a gathering pretty much wanders into existence.

To what end? Summoning the bands of the Wanderer's folk is a great way to spread information, gather information, move things, hide things, or generally make stuff happen on the backside of a narrative.

Evocation VI

This power is rarely used as it calls the Wanderer itself to come to the summoner. Most often this power appears identical to E-2, as a single being appears, but it happens to be a demigod of no small power.

Call upon demigods at your own peril, for they are great and capricious, and their ways are not those of the mortal kith.

Evocation VII

This spell channels the essence of the Wanderer to reshape something in the world. Functionally the spell can change something significant so long as it pertains to traveling or people being able to move. This can be as basic as conjuring a mountain pass where none previous was, rendering an impassable river into a passable river, or turning a rocky creek into a river, opening a land passage through a region of bogs and impassable swamps, or breaking something that prevents the free movement of people. This latter power terrified some old kingdoms because the Wanderer is strongly opposed to serfdom, slavery, and indentured servitude and such empires tend to have sudden and odd collapses.

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