The Voyager

The Voyager

Known Titles:

  • The Selfless Seafarer
  • King-Wanderer of Mercia
  • Oath-Bound One
  • The Homeward Flame

Patron Of:

  • Widows and Widowers
  • Sailors and Seafarers
  • Devotion, Loyalty, and Endurance, and cleverness.

Symbol:

A stylized ship’s wheel overlaid with a burning heart, its spokes resembling compass points. The heart is wrapped in a wave, representing both love and peril on the seas.

Clerics often wear this as a pendant carved from driftwood, bone, or bronze, and sailors etch it into the hulls of ships or onto tokens for loved ones.


Common Appearance to Mortals:

When The Voyager appears to mortals, it is usually as a weather-worn sailor cloaked in a salt-stained royal mantle, the hem trailing seawater that never dries. His face is noble but tired, with deep-set eyes that carry the horizon in their gaze. His right hand always holds a lantern—its light never flickers, no matter the storm—and his left carries a small ship-in-a-bottle that can summon safe passage. His voice is calm, low, and full of weary wisdom.

To widows or grieving lovers, he may appear as a kind-eyed old mariner offering a lantern, with a single flicker of warm light inside.

Myth & History of The Voyager

In life, Odysseus of Mercia was more than a man—he was the embodiment of devotion, strategy, and sovereign unity. Born in an age of fractured clans and endless blood feuds, he rose to prominence through a blend of charismatic diplomacy and unmatched tactical brilliance. By the age of thirty, he had accomplished the impossible: uniting the warring family's of the Isle of Mercia under a single crown. Not through brute conquest, but by wit, word, and vision. He was a warrior-king, yes, but his truest strength was his mind.

His reign brought peace and prosperity to Mercia, and his love for his queen—Euryale, daughter of a rival family turned queen—was legend even in his own time. Their son, Teleon, was born under the northern lights, and hailed as a symbol of Mercian unity.

But fate does not leave legends in peace.

When King Arthur of Rassoron, a rebellious noble claiming ancient human bloodlines, rose up against the decaying rule of the Elven Empire, sent ravens across the seas to the Mercian king, asking for supplies, weapons, and armies. Odysseus, bound by kinship, honor, and a wary eye on elven expansion, answered the call. He set sail with a fleet of a hundred ships, bearing the finest warriors of Mercia.

The war was victorious—but the cost was profound.

In the aftermath of battle, a women was impressed by his might and offered herself to him, which the faithful Odysseus refused. Unfortunately for him, this women was Ursula, The Tempest . enraged by his refusal, she would plague and send storms to prevent him from returning.

What was meant to be a swift return voyage became a ten-year nightmare.

Odysseus’s fleet was torn apart, ship by ship, by curses and storms beyond mortal imagining. His journey carried him along the haunted coasts of southern Rassoron, through jungles and cliffs where stone giants hurled boulders from the clouds. He passed into the Sea of Monsters, a storm-shrouded expanse at the very heart of the Material Plane, where the veil between worlds thins.

There he faced krakens with eyes like stars, siren queens who sang in the voices of his wife and child, and the legendary witch Morgan Le Fey—a twisted sorceress who would later be known in darker tales as Tasha. She offered him power, a throne of obsidian over a new sea kingdom, and herself as his bride, if only he abandoned his quest and forsook the memory of his wife. He refused.

One by one, his companions perished. Some to beasts. Others to madness. Only Odysseus remained—half-starved, with salt in his veins and fire in his heart.

At last, broken and near-mad, he returned to Mercia. But peace had not waited for him.

In his absence, rival claimants had seized his throne. His wife had been imprisoned, his son nearly slain and living in exile. With nothing but his wits, a rusted sword, and a mind honed by ten years of trials, Odysseus overthrew the usurpers and reclaimed his kingdom. His people wept at his return, calling him "The King-Who-Walked-the-Sea."

He ruled for another twenty years, guiding Mercia into a golden age of legend. And when at last his time came, his soul passed into the Deep.

It was there that the World Turtle, one of the Elder Dragons who shaped the world’s foundations, found him.

She had watched his journey, not just with awe, but with understanding. Odysseus had walked the path of gods—not through conquest or arcane power, but through unshakable devotion and the cleverness to survive the impossible. She offered him a place in the firmament, not as a distant deity, but as a guide to those lost and wandering.

Thus was born The Voyager—god of sailors, widows, and all who undertake perilous paths. A beacon for the faithful, the clever, and the enduring.

Relic of The Voyager: Lantern of the Homeward Flame

"When you are lost, remember the light. He never left you. You simply turned too far from the shore."

Wondrous Item (Lantern), Rare (attunement required by a Cleric or Paladin of The Voyager)

Initial Form (Level 5–8):

  • Homeward Light – This lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Allies within this light gain advantage on Wisdom (Survival) checks made to navigate or track.
  • Ward of the Selfless Flame (1/long rest): When a creature within the light fails a saving throw, you may use your reaction to grant them a reroll. They must take the new roll.
  • Tide’s Rejection: You have advantage on saving throws against being grappled, restrained, or knocked prone by aquatic creatures or water-based magic.

Awakened Form (Level 15–20):

  • Radiance of Devotion – While lit, the lantern creates a 60-foot aura. Allies within the light are immune to being charmed or frightened.
  • Flame of the Faithful (3 charges/day): As an action, spend 1 charge to summon a spectral ship that allows the party to traverse impassable terrain (e.g., a sea of lava, void chasm, or flood). Lasts 1 hour or until dismissed.
  • Oathkeeper’s Barrier (2/long rest): When an ally is reduced to 0 HP within 60 feet, you may instead keep them at 1 HP and teleport both of you adjacent to one another in a flash of golden light.