1. Characters

The Traveler

Deity of Chaos and Change
Deity

The great trickster, the Traveler is a deity of cunning, deception, and change. The Traveler is a consum­mate shapechanger and master of disguises, and thus the being's true nature is unknown—texts variously refer to the Traveler as "they" rather than "he" or "she." Many doppelgangers, shifters, lycanthropes, thieves, and rogues revere the Traveler, as do a few artificers who focus on the deity's innovation and cleverness. The Traveler is sometimes called the Giver of Gifts, but proverbs warn that one must be wary of its gifts. Ostensibly a member of the Dark Six, the Traveler seems to have no connection, familial or otherwise, to its fellows.

Source: Player's Guide to Eberron


Province: Change, Chaos

Suggested Cleric Domains: Forge (Xanathar’s Guide to Everything), Knowledge, Trickery

Suggested Paladin Oaths: Paladins are rarely champions of the Traveler, though any oath’s mechanical features could be used to pursue a life of change.

The Traveler touches the domains of many other Sovereigns. Like Aureon and the Shadow, the Traveler is a source of knowledge. Along with Olladra and the Mockery, it is a patron of those who rely on deception and cunning. Like Onatar and the Fury, it can provide inspiration to the artisan. Both those who fear the Traveler and those who revere it agree on one thing: whatever gifts the Traveler gives, they always lead to chaos. If the Traveler gives you knowledge, it’s because the revelation will force you to reevaluate everything you have known. If it helps you deceive, it’s because your actions will introduce chaos and crisis—whether into your life or the lives of others. Onatar will teach a swordsmith to make a better sword; the Traveler might show them how to make a bomb, changing the face of warfare. The Traveler isn’t here to satisfy your greed or to grant your ambitions. Instead, it will set you on paths you never thought to try. This may sometimes grant you good fortune, but when you call on the Traveler, you’re inviting the unexpected into your life.

One of the more infamous Traveler cults within the Five Nations is hidden within House Cannith. While Onatar is the acknowledged patron of House Cannith, some believe that the Traveler is the source of dramatic inspiration, helping artificers make unforeseen breakthroughs. Those who invoke the Traveler know that its gifts will surely have a cost and could shake the foundations of civilization, but they still yearn for that grand discovery. Many in House Cannith believe that Aaren d’Cannith—the inventor of the warforged—was a Traveler cultist; others assume that the Mourning may have been the work of a Cannith heir following the path of the Traveler.

Some who follow the Traveler are tricksters, causing chaos with no clear agenda. But others see themselves as guides, playing tricks on people in order to teach them lessons. Guides seek to challenge established traditions, laws, or institutions—not necessarily to destroy them, but to ensure that they haven’t outlived their usefulness. Still others are wanderers, embracing a life of constant change. The changeling travelers described in chapter 2 fall into this category, believing that as long as they remain in motion, the Traveler will guide and protect them. Ultimately, the Traveler will throw your life into chaos—for it’s by adapting to this chaos that people grow.

Source: Exploring Eberron


“The Sovereign of Chaos and Change,” Chaotic Neutral

The most mysterious of the Nine-and-Six, the Traveler is neither child nor parent to any other god in the collected pantheon. It is the only god said to walk the face of Eberron in body, as well as in spirit, but its mastery of form prevents any mortal from recognizing it. The sovereign of cunning, invention, and transformation, the Traveler is patron to all who embrace change, whether physical or philosophical. Changelings, doppelgangers, lycanthropes, and shifters view the Traveler as the highest god.

Portfolio: Chaos, deception, evolution, invention, transformation.

Domains: Artifice*, Celerity‡, Chaos, Charm‡, Creation‡, Liberation‡, Travel, Trickery.

Priest Training: The Traveler’s priests are consummate deceivers. Many were artisans or other inventors before donning the cloth of change.

Quests: Priests of the Traveler often go on long journeys, sometimes to deliver messages or objects, often to produce change by upsetting the social order in some way. At other times, they wander without apparent purpose. Some are called upon to adopt alternative identities, often for years at a time, to aid in their subversive efforts.

Prayers and Rites: Sacrifices to the Traveler require the petitioner to create something and then destroy that creation in the god’s name, thereby proving willingness to accept change and transformation. Nearly all Vassals pray to the Traveler before embarking on long or perilous voyages.

Shrines: Shrines to the Traveler have no consistent make or design. Each worshiper is expected to create a personal place of worship and to alter it regularly.

Favored Weapon: Scimitar.

Holy Symbol: An eight-pointed configuration of four crossed and rune-inscribed bones.

Source: Faiths of Eberron

Title
Deity of Chaos and Change

Type
Deity

Gender
Fluid