
At a Glance
| Identity | Details |
|---|---|
| Name | Vagdavercustis |
| Tradition | Local cults of the Low Countries and Lower Rhine |
| Sacred country | Kalkarberg and the Lower Rhine sanctuary country |
| Divine concerns | The sanctuary, tested courage, readiness and the people behind a defended line |
| Recognisable signs | Her inscribed altar; campaign sign of a sheathed sword beneath a raised hand |
| Worshippers | Veterans, riders, shrine attendants, armourers and communities beside old forts |
| Campaign alignment | Lawful Neutral |
| Domain paths | Protection, Strength |
Vagdavercustis walks the length of the courtyard before anyone is allowed to boast. She checks a torn strap, a frightened horse and the young rider hiding a shaking hand. Courage matters at her Lower Rhine sanctuary because the person beside you must be able to trust it.
Vagdavercustis in the Living World
The Kalkarberg looks over the Rhine country, with old roads, river meadows and the remains of military life around it. In the living world her sanctuary receives broken gear as well as polished offerings. The armourer Bernd keeps a bench by the outer wall and mends equipment for people who cannot replace it. A gift left here is part of the shrine’s memory, not free stock for a passing company.
Vagdavercustis is deliberate, observant and difficult to impress with speeches. She accepts fear honestly confessed and has no patience with a commander who conceals an unready troop’s danger. She can teach a soldier to stand firm; she will not make a person incapable of questioning an order.
Magusanus’s devotees recognise her respect for tested strength, though her shrine asks what holds a company together as much as what a champion can lift. She does not claim every army on the river. Rival soldiers can leave offerings in the same courtyard, and the goddess expects them to honour its peace.
Worship and Sacred Places
Before leaving the sanctuary, a traveller checks someone else’s harness or pack. Veterans share a meal with new recruits, and the attendants set aside working equipment for emergencies. Drawing a weapon on a guest within the courtyard is a serious violation. These campaign rites fit the sanctuary’s military setting; no surviving inscription supplies a complete ancient code of conduct.
Meeting Vagdavercustis
She asks a party to explain its retreat as carefully as its victories. Those seeking aid must identify whom they are protecting and how they will bring them out. Her first intervention is often a fastening that holds or a horse that refuses an unsafe crossing. When she appears in person, she offers one clear chance to lower weapons and speak.
Adventures
The Harness That Will Not Break
Bernd repairs a harness whose rider vanished during an ambush. Every horse wearing it heads toward the same flooded ford. The party can follow it and rescue the rider’s stranded company, or remove its old offering plate and end the compulsion. A rival captain wants the remarkable leather for sale and will arrive before the water falls.
The Courtyard of Enemies
Two wounded companies seek sanctuary on the same night. One carries a stolen shrine object; neither leader will admit it. The party can question the survivors, search the abandoned battlefield or keep the peace until dawn, when the object begins to ring. Recovering it without another death earns the goddess’s aid; choosing a side turns a refuge into a siege.
Divine Presence and Defeat
The visible figure is a manifestation through which the divine power can act among mortals. Its defeat ends that appearance and leaves the local cult without direct intervention for thirty days; it does not kill the god or erase worshippers’ memories. Destroying a shrine can damage a community and close a meeting place, but is not a reliable way to destroy divinity.
An ordinary intervention begins with a warning, a mortal worshipper or the blessing described below. A personal appearance follows when the sanctuary or people within this deity’s care face a danger their own efforts cannot contain. Bargaining, retreat and fulfilling the god’s stated purpose remain possible during an encounter.
Divine Powers and Cleric Traditions
Campaign rules: All manifestation statistics and divine abilities below are original, unofficial and unplaytested. Challenge ratings are provisional encounter estimates, not a measure of the god’s full power. Each edition is self-contained. A creature must be within range and visible where a power requires sight; a power cannot move it into an unsafe or occupied space. Ordinary spell and condition rules apply.
Vagdavercustis — Manifestation
Medium Celestial (Deity), Lawful Neutral
AC 24 (divine ward); HP 540 (40d8 + 360); Speed 40 ft.; Initiative +7 (17)
| Ability | Score | Modifier | Save |
|---|---|---|---|
| STR | 28 | +9 | +9 |
| DEX | 24 | +7 | +15 |
| CON | 28 | +9 | +17 |
| INT | 24 | +7 | +7 |
| WIS | 28 | +9 | +17 |
| CHA | 26 | +8 | +16 |
Skills Insight +17, Perception +17, Religion +15, Survival +17; Senses Truesight 60 ft., Passive Perception 27; Languages Low German, Middle Dutch, Latin; Telepathy 120 ft.
Resistances Cold, Fire, Lightning; Immunities Poison damage; Charmed, Frightened, Poisoned; Challenge 26 (provisional); Proficiency Bonus +8. Divine comprehension allows communication through Telepathy without granting a universal spoken language.
Traits
Legendary Resistance (3/Day). After failing a saving throw, the manifestation can choose to succeed instead.
Magic Resistance. Advantage on saving throws against spells and other magical effects.
A Place to Rally. Allies within 20 feet have Advantage on saving throws against being Frightened or forcibly moved. She cannot be knocked Prone while conscious.
Divine Strikes. The manifestation uses Strength for its supernatural attack and power save DC 25. Its strikes are magical. It has no spell slots; its personal repertoire consists of the powers printed here.
Actions
Multiattack. The manifestation makes three The Unbroken Line attacks.
The Unbroken Line. Melee Attack Roll: +17, reach 10 ft., one target. Hit: 36 (5d10 + 9) Force damage.
Remember Who Stands Beside You (3/Day). Up to four enemies she can see within 60 feet make Wisdom saving throws. On a failure a creature takes 55 (10d10) Psychic damage and has Disadvantage on attacks against creatures other than her until the end of its next turn. On a success it takes half damage and suffers no attack penalty. Any saving throw or escape check in this power has DC 25.
Bonus Actions
Close the Gap. One willing ally within 60 feet moves up to 20 feet without provoking Opportunity Attacks and gains 15 Temporary Hit Points.
Reactions
The Line Holds. When a creature she can see within 30 feet is hit by an attack, she reduces the damage by 30. The protected creature may choose to remain in place against any forced movement from that attack.
Legendary Actions
Legendary Action Uses: 3. After another creature’s turn, the manifestation may expend one use for one option below. It regains all uses at the start of its turn and cannot use more than one option after the same turn.
Advance. Move up to half its Speed without provoking Opportunity Attacks. Divine Strike. Make one The Unbroken Line attack. Grant Shelter. One willing creature within 30 feet gains 15 Temporary Hit Points. Grant Shelter can be used only once before the manifestation’s next turn.
Clerics and Domain Spells
War Domain. This is a follower’s subclass, separate from the deity’s personal powers. Use its 2024 features and Cleric progression. The spells below are always prepared when the cleric reaches the stated level; they count as Cleric spells and do not use prepared-spell choices.
| Cleric level | Domain spells |
|---|---|
| 3 | Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon |
| 5 | Crusader’s Mantle, Spirit Guardians |
| 7 | Fire Shield, Freedom of Movement |
| 9 | Hold Monster, Steel Wind Strike |
Cleric rules. The holy sign can be a small votive image reflecting this local cult. The deity’s own encounter abilities are not granted to clerics.
Vagdavercustis — Manifestation
Medium Celestial (Deity), Lawful Neutral
Armor Class 24 (divine ward); Hit Points 540 (40d8 + 360); Speed 40 ft.; Initiative +7
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 28 (+9) | 24 (+7) | 28 (+9) | 24 (+7) | 28 (+9) | 26 (+8) |
Saving Throws Dex +15, Con +17, Wis +17, Cha +16
Skills Insight +17, Perception +17, Religion +15, Survival +17; Senses Truesight 60 ft., Passive Perception 27; Languages Low German, Middle Dutch, Latin; Telepathy 120 ft.
Resistances Cold, Fire, Lightning; Immunities Poison damage; Charmed, Frightened, Poisoned; Challenge 26 (provisional); Proficiency Bonus +8. Divine comprehension allows communication through Telepathy without granting a universal spoken language.
Traits
Legendary Resistance (3/Day). After failing a saving throw, the manifestation can choose to succeed instead.
Magic Resistance. Advantage on saving throws against spells and other magical effects.
A Place to Rally. Allies within 20 feet have Advantage on saving throws against being Frightened or forcibly moved. She cannot be knocked Prone while conscious.
Divine Strikes. The manifestation uses Strength for its supernatural attack and power save DC 25. Its strikes are magical. It has no spell slots; its personal repertoire consists of the powers printed here.
Actions
Multiattack. The manifestation makes three The Unbroken Line attacks.
The Unbroken Line. Melee Spell Attack: +17 to hit, reach 10 ft., one target. Hit: 36 (5d10 + 9) Force damage.
Remember Who Stands Beside You (3/Day). Up to four enemies she can see within 60 feet make Wisdom saving throws. On a failure a creature takes 55 (10d10) Psychic damage and has Disadvantage on attacks against creatures other than her until the end of its next turn. On a success it takes half damage and suffers no attack penalty. Any saving throw or escape check in this power has DC 25.
Bonus Actions
Close the Gap. One willing ally within 60 feet moves up to 20 feet without provoking Opportunity Attacks and gains 15 Temporary Hit Points.
Reactions
The Line Holds. When a creature she can see within 30 feet is hit by an attack, she reduces the damage by 30. The protected creature may choose to remain in place against any forced movement from that attack.
Legendary Actions
The manifestation has 3 legendary actions, regaining them at the start of its turn. It may take one option at the end of another creature’s turn. Advance (1 action): Move up to half its speed without provoking opportunity attacks. Divine Strike (1 action): Make one The Unbroken Line attack. Grant Shelter (2 actions): Up to three willing creatures within 30 feet each gain 15 temporary hit points.
Clerics and Domain Spells
War Domain. This is a follower’s subclass, separate from the deity’s personal powers. Use its 2014 features and Cleric progression. The spells below are always prepared when the cleric reaches the stated level; they count as Cleric spells and do not use prepared-spell choices.
| Cleric level | Domain spells |
|---|---|
| 1 | Divine Favor, Shield of Faith |
| 3 | Magic Weapon, Spiritual Weapon |
| 5 | Crusader’s Mantle, Spirit Guardians |
| 7 | Freedom of Movement, Stoneskin |
| 9 | Flame Strike, Hold Monster |
Cleric rules. The holy sign can be a small votive image reflecting this local cult. The deity’s own encounter abilities are not granted to clerics.
Vagdavercustis — Manifestation
Medium outsider (extraplanar), lawful neutral; CR 22 (provisional original encounter)
Initiative +11; Senses darkvision 60 ft.; Perception +50
Defense
AC 42, touch 24, flat-footed 34 (+7 Dex, +18 natural, +6 deflection, +1 dodge); hp 406 (28d10+252); Saves Fort +27, Ref +18, Will +27.
DR 10/epic; immune poison; resist cold 20, electricity 20, fire 20; SR 33; fast healing 15.
Offense
Speed 40 ft.; Attack slam +38 melee (6d8+9 plus 4d8 divine force/19–20); Full attack 2 slams +38 melee (6d8+9 plus 4d8 divine force/19–20); Space/Reach 5 ft./10 ft. (supernatural reach).
Remember Who Stands Beside You (Su, 3/day). Standard action. Up to four enemies within 60 feet take 16d6 untyped damage (a mind-affecting compulsion), Will half. On a failure a creature also takes a –4 penalty on attack rolls against anyone other than her for 1 round. This compulsion does not force movement or an attack. Save DC 33; any escape check uses the same DC. The DC is 10 + half racial Hit Dice + Strength modifier.
A Place to Rally (Su). Allies within 20 feet gain a +4 morale bonus on saves against fear and a +4 circumstance bonus to resist bull rush and trip. She cannot be tripped while conscious.
The Line Holds (Su). Once per round as an immediate action, reduce an attack’s damage to a creature within 30 feet by 30. The target may ignore movement caused by that attack, including a linked bull rush.
Divine Armament (Su). The enlarged impact, force damage and reach of the slams are inherent campaign divine abilities, not size-based natural-weapon progression. They count as epic weapons for overcoming damage reduction. These powers do not grant spell slots or additional spell-like abilities.
Statistics
Abilities Str 28, Dex 24, Con 28, Int 24, Wis 28, Cha 26; Base Attack +28; CMB +37; CMD 61.
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (slam), Skill Focus (Perception), Skill Focus (Sense Motive), Improved Critical (slam), Skill Focus (Diplomacy), Skill Focus (Knowledge [religion]) (14 racial-HD feat slots).
Skills Diplomacy +45, Knowledge (religion) +44, Perception +50, Sense Motive +50, Profession (shrine keeper) +40, Survival +40, Swim +37, Stealth +38. Listed skills have ranks equal to Hit Dice. Outsider class skills include Bluff, Craft, Knowledge (planes), Perception, Sense Motive and Stealth; the four additional racial class skills are Diplomacy, Knowledge (religion), Profession and Survival.
Languages Low German, Middle Dutch, Latin; telepathy 120 ft. Divine comprehension (Su) permits telepathic communication across language barriers. Environment Kalkarberg and the Lower Rhine sanctuary country; Organization solitary manifestation; Treasure offerings remain at the shrine; Advancement —; Level Adjustment —.
Clerics and Domain Spells
Domains: Protection, Strength. A cleric chooses two, subject to the edition’s normal alignment rules. These are follower grants, not additional spells known by the manifestation.
Granted powers: Protection: Resistant Touch and Aura of Protection; Strength: Strength Surge and Might of the Gods. Use the level scaling and daily resources in the linked Pathfinder Cleric rules.
| Spell level | Protection | Strength |
|---|---|---|
| 1 | Sanctuary | Enlarge Person |
| 2 | Shield Other | Bull’s Strength |
| 3 | Protection from Energy | Magic Vestment |
| 4 | Spell Immunity | Spell Immunity |
| 5 | Spell Resistance | Righteous Might |
| 6 | Antimagic Field | Stoneskin |
| 7 | Repulsion | Grasping Hand |
| 8 | Mind Blank | Clenched Fist |
| 9 | Prismatic Sphere | Crushing Hand |
Vagdavercustis — Manifestation
Medium outsider (extraplanar), lawful neutral; CR 22 (provisional original encounter)
Initiative +11; Senses darkvision 60 ft.; Listen/Spot +42
Defense
AC 41, touch 23, flat-footed 34 (+7 Dex, +18 natural, +6 deflection); hp 378 (28d8+252); Saves Fort +27, Ref +25, Will +27.
DR 10/epic; immune poison; resist cold 20, electricity 20, fire 20; SR 33; fast healing 15. Dodge grants a further +1 dodge bonus to AC against one designated opponent; it is not included in the base AC.
Offense
Speed 40 ft.; Attack slam +38 melee (6d8+9 plus 4d8 divine force); Full attack 2 slams +38 melee (6d8+9 plus 4d8 divine force); Space/Reach 5 ft./10 ft. (supernatural reach).
Remember Who Stands Beside You (Su, 3/day). Standard action. Up to four enemies within 60 feet take 16d6 untyped damage (a mind-affecting compulsion), Will half. On a failure a creature also takes a –4 penalty on attack rolls against anyone other than her for 1 round. This compulsion does not force movement or an attack. Save DC 33; any escape check uses the same DC. The DC is 10 + half racial Hit Dice + Strength modifier.
A Place to Rally (Su). Allies within 20 feet gain a +4 morale bonus on saves against fear and a +4 circumstance bonus to resist bull rush and trip. She cannot be tripped while conscious.
The Line Holds (Su). Once per round as an immediate action, reduce an attack’s damage to a creature within 30 feet by 30. The target may ignore movement caused by that attack, including a linked bull rush.
Divine Armament (Su). The enlarged impact, force damage and reach of the slams are inherent campaign divine abilities, not size-based natural-weapon progression. They count as epic weapons for overcoming damage reduction. These powers do not grant spell slots or additional spell-like abilities.
Statistics
Abilities Str 28, Dex 24, Con 28, Int 24, Wis 28, Cha 26; Base Attack +28; Grapple +37.
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (slam), Skill Focus (Sense Motive) (10 racial-HD feat slots).
Skills Diplomacy +39, Knowledge (religion) +38, Listen +42, Spot +42, Sense Motive +43, Profession (shrine keeper) +40, Survival +40, Swim +40, Hide +38. Listed skills have ranks equal to Hit Dice + 3. Other skills are untrained; unspent skill points are not included in the listed modifiers.
Languages Low German, Middle Dutch, Latin; telepathy 120 ft. Divine comprehension (Su) permits telepathic communication across language barriers. Environment Kalkarberg and the Lower Rhine sanctuary country; Organization solitary manifestation; Treasure offerings remain at the shrine; Advancement —; Level Adjustment —.
Clerics and Domain Spells
Domains: Protection, Strength. A cleric chooses two, subject to the edition’s normal alignment rules. These are follower grants, not additional spells known by the manifestation.
Granted powers: Protection: Once per day, a standard-action touch gives a resistance bonus equal to cleric level on the next saving throw within 1 hour.; Strength: Once per day, a free-action feat of strength grants an enhancement bonus to Strength equal to cleric level for 1 round.. Use the linked 3.5e domain rules for turning and other class interactions.
| Spell level | Protection | Strength |
|---|---|---|
| 1 | Sanctuary | Enlarge Person |
| 2 | Shield Other | Bull’s Strength |
| 3 | Protection from Energy | Magic Vestment |
| 4 | Spell Immunity | Spell Immunity |
| 5 | Spell Resistance | Righteous Might |
| 6 | Antimagic Field | Stoneskin |
| 7 | Repulsion | Grasping Hand |
| 8 | Mind Blank | Clenched Fist |
| 9 | Prismatic Sphere | Crushing Hand |
A Blessing to Earn
Someone who repairs another person’s armour before their own may receive the sanctuary’s blessing until the next dawn. Once, after failing a save against fear, they can reroll and use the new result. It protects judgement under pressure, not obedience to an unworthy commander.
Sources and Mythic Context
The Kalkarberg sanctuary is identified with Vagdavercustis by inscriptional evidence. Its military equipment finds illuminate the worshippers and setting, but do not establish every proposed meaning of her name or portfolio. Her personality, cult customs and encounter powers here are original campaign material.
Explore the Low Countries Pantheon, the Gods and Pantheons directory, and the neighbouring Roman Pantheon.
Original SpiralWorlds campaign lore, artwork and rules. Historical names and objects are distinguished from campaign developments above. Rules references: Wizards of the Coast, D&D Basic Rules (2014), Free Rules / Player’s Handbook (2024), and revised D&D 3.5 System Reference Document; Paizo, Pathfinder First Edition Core Rulebook and Bestiary. Referenced names identify the relevant edition; no publisher endorsement or playtest certification is implied.
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