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The Traveler

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.
Religions
Children

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