
At a Glance
| Identity | Details |
|---|---|
| Name | Viradecdis |
| Tradition | Local cults of the Low Countries and Lower Rhine |
| Sacred country | Tongeren’s country, Vechten and the roads taken by Tungrian travellers |
| Divine concerns | Belonging, travellers abroad, shared courage and the remembered home |
| Recognisable signs | A named votive stone; a small lamp beside a traveller’s bundle in the campaign cult |
| Worshippers | Travellers from the Tungrian country, boatmen, distant soldiers and migrant households |
| Campaign alignment | Neutral Good |
| Domain paths | Travel, Protection |
Far from Tongeren, a soldier sets a little stone beside his bed and says Viradecdis’s name in the language of home. A boatman at Vechten does the same before loading his vessel. Her worship travels in ordinary hands, and a stranger who knows her name can find someone willing to share a fire.
Viradecdis in the Living World
Viradecdis follows people who carry belonging across borders. Her presence is felt at a rented room with a familiar cooking smell, beside a river landing where neighbours speak different tongues, and on the road where a companion slows down so no one has to walk alone. She does not promise that every journey ends where it began.
At a roadside shelter outside Tongeren, the widowed carrier Kateline keeps messages for people who have gone north to the river ports. She has learned who can read Latin and who needs a letter spoken aloud. Viradecdis sometimes arrives at dusk in a road-worn cloak, asks after a person no one has mentioned for years, and leaves just before the answer walks through the door.
Nehalennia’s crews and Hludana’s fishing households meet her followers along the waterways. She shares their concern for people who depend on one another, while keeping the particular identity remembered by Tungrian worshippers. The old dedications abroad offer no secure divine family to complete with invented parents or consorts.
Worship and Sacred Places
At Kateline’s shelter, travellers leave a lamp burning for the person expected after them. A departure meal reserves one portion for a late companion. Returning with another household’s news is a worthy offering; using a recognisable prayer to lure someone into an ambush is a desecration. These are the living cult’s campaign customs, rather than a recovered ancient ritual calendar.
Meeting Viradecdis
She asks who knows where the party has gone. Characters can bargain for a meeting place, a warning that a companion is missing, or a brief road through danger. She will not erase the obligations a traveller leaves behind. Her first sign is often someone calling a familiar name from beyond a bend, where the person who needs help is waiting.
Adventures
The Letters at Vechten
Kateline receives a bundle of letters from soldiers dead for twelve centuries. Each names a living household on the river. The party can follow the addresses and discover which messages are warnings, which are farewells and which lead to a sleeping remnant of the old cohort. Burning the bundle stops the visits but also silences the one warning that could save a village.
The Fourth Traveller
Three merchants leave Tongeren together; every inn records four. Their unseen companion carries a fever that can pass between travellers. Viradecdis leads the party to the last shared camp, where a sick child was left behind. They can rescue the child and seek treatment, isolate the group humanely, or pursue the merchant who knew what happened and kept walking.
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.
Viradecdis — Manifestation
Medium Celestial (Deity), Neutral Good
AC 23 (divine ward); HP 450 (36d8 + 288); Speed 40 ft.; Initiative +8 (18)
| Ability | Score | Modifier | Save |
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 26 | +8 | +15 |
| CON | 26 | +8 | +15 |
| INT | 24 | +7 | +7 |
| WIS | 28 | +9 | +16 |
| CHA | 26 | +8 | +15 |
Skills Insight +16, Perception +16, Religion +14, Survival +16; Senses Truesight 60 ft., Passive Perception 26; Languages Middle Dutch, French, Latin, Middle English; Telepathy 120 ft.
Resistances Cold, Fire, Lightning; Immunities Poison damage; Charmed, Frightened, Poisoned; Challenge 24 (provisional); Proficiency Bonus +7. 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.
The Companion’s Pace. Allies starting their turns within 20 feet of her gain 10 feet of movement that turn. She always knows the direction to a place where she has personally shared hospitality, while on the same plane.
Divine Strikes. The manifestation uses Wisdom for its supernatural attack and power save DC 24. 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 Road Remembers attacks.
The Road Remembers. Melee Attack Roll: +16, reach 10 ft., one target. Hit: 31 (4d10 + 9) Force damage.
No One Left Behind (3/Day). Up to six willing creatures she can see within 60 feet teleport to unoccupied spaces she can see within 30 feet of her. Each transported creature gains 20 Temporary Hit Points. Unwilling creatures are unaffected. This movement cannot cross a barrier that blocks teleportation. Any saving throw or escape check in this power has DC 24.
Bonus Actions
A Step Toward Home. She or one willing creature she can see within 60 feet moves up to 20 feet without provoking Opportunity Attacks.
Reactions
Take My Hand. When a creature she can see within 30 feet is forcibly moved, she may reduce that movement to zero and give the creature 20 Temporary Hit Points.
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 Road Remembers 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
Life 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 | Aid, Bless, Cure Wounds, Lesser Restoration |
| 5 | Mass Healing Word, Revivify |
| 7 | Aura of Life, Death Ward |
| 9 | Greater Restoration, Mass Cure Wounds |
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.
Viradecdis — Manifestation
Medium Celestial (Deity), Neutral Good
Armor Class 23 (divine ward); Hit Points 450 (36d8 + 288); Speed 40 ft.; Initiative +8
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 26 (+8) | 26 (+8) | 24 (+7) | 28 (+9) | 26 (+8) |
Saving Throws Dex +15, Con +15, Wis +16, Cha +15
Skills Insight +16, Perception +16, Religion +14, Survival +16; Senses Truesight 60 ft., Passive Perception 26; Languages Middle Dutch, French, Latin, Middle English; Telepathy 120 ft.
Resistances Cold, Fire, Lightning; Immunities Poison damage; Charmed, Frightened, Poisoned; Challenge 24 (provisional); Proficiency Bonus +7. 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.
The Companion’s Pace. Allies starting their turns within 20 feet of her gain 10 feet of movement that turn. She always knows the direction to a place where she has personally shared hospitality, while on the same plane.
Divine Strikes. The manifestation uses Wisdom for its supernatural attack and power save DC 24. 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 Road Remembers attacks.
The Road Remembers. Melee Spell Attack: +16 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) Force damage.
No One Left Behind (3/Day). Up to six willing creatures she can see within 60 feet teleport to unoccupied spaces she can see within 30 feet of her. Each transported creature gains 20 Temporary Hit Points. Unwilling creatures are unaffected. This movement cannot cross a barrier that blocks teleportation. Any saving throw or escape check in this power has DC 24.
Bonus Actions
A Step Toward Home. She or one willing creature she can see within 60 feet moves up to 20 feet without provoking Opportunity Attacks.
Reactions
Take My Hand. When a creature she can see within 30 feet is forcibly moved, she may reduce that movement to zero and give the creature 20 Temporary Hit Points.
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 Road Remembers attack. Grant Shelter (2 actions): Up to three willing creatures within 30 feet each gain 15 temporary hit points.
Clerics and Domain Spells
Life 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 | Bless, Cure Wounds |
| 3 | Lesser Restoration, Spiritual Weapon |
| 5 | Beacon of Hope, Revivify |
| 7 | Death Ward, Guardian of Faith |
| 9 | Mass Cure Wounds, Raise Dead |
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.
Viradecdis — Manifestation
Medium outsider (extraplanar), neutral good; CR 20 (provisional original encounter)
Initiative +12; Senses darkvision 60 ft.; Perception +46
Defense
AC 43, touch 25, flat-footed 34 (+8 Dex, +18 natural, +6 deflection, +1 dodge); hp 324 (24d10+192); Saves Fort +18, Ref +24, Will +25.
DR 10/epic; immune poison; resist cold 20, electricity 20, fire 20; SR 31; fast healing 15.
Offense
Speed 40 ft.; Attack slam +31 melee (6d8+6 plus 4d8 divine force/19–20); Full attack 2 slams +31 melee (6d8+6 plus 4d8 divine force/19–20); Space/Reach 5 ft./10 ft. (supernatural reach).
No One Left Behind (Su, 3/day). Standard action. teleport up to six willing creatures within 60 feet to safe spaces within 30 feet of her, requiring line of sight to each origin and destination. Each gains 20 temporary hit points for 1 minute. Teleportation-blocking effects prevent this movement. Save DC 31; any escape check uses the same DC. The DC is 10 + half racial Hit Dice + Wisdom modifier.
The Companion’s Pace (Su). Allies within 20 feet gain a +10-foot enhancement bonus to land speed. She knows the direction to a place on the same plane where she has shared hospitality; this reveals neither distance nor a safe route.
Take My Hand (Su). Once per round as an immediate action, prevent forced movement of one creature within 30 feet and grant it 20 temporary hit points for 1 minute. This does not negate a teleportation effect.
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 22, Dex 26, Con 26, Int 24, Wis 28, Cha 26; Base Attack +24; CMB +30; CMD 55.
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) (12 racial-HD feat slots).
Skills Diplomacy +35, Knowledge (religion) +34, Perception +46, Sense Motive +46, Profession (shrine keeper) +36, Survival +36, Swim +30, Stealth +35. 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 Middle Dutch, French, Latin, Middle English; telepathy 120 ft. Divine comprehension (Su) permits telepathic communication across language barriers. Environment Tongeren’s country, Vechten and the roads taken by Tungrian travellers; Organization solitary manifestation; Treasure offerings remain at the shrine; Advancement —; Level Adjustment —.
Clerics and Domain Spells
Domains: Travel, Protection. 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: Travel: increased base speed, Agile Feet and Dimensional Hop; Protection: Resistant Touch and Aura of Protection. Use the level scaling and daily resources in the linked Pathfinder Cleric rules.
| Spell level | Travel | Protection |
|---|---|---|
| 1 | Longstrider | Sanctuary |
| 2 | Locate Object | Shield Other |
| 3 | Fly | Protection from Energy |
| 4 | Dimension Door | Spell Immunity |
| 5 | Teleport | Spell Resistance |
| 6 | Find the Path | Antimagic Field |
| 7 | Greater Teleport | Repulsion |
| 8 | Phase Door | Mind Blank |
| 9 | Astral Projection | Prismatic Sphere |
Viradecdis — Manifestation
Medium outsider (extraplanar), neutral good; CR 20 (provisional original encounter)
Initiative +12; Senses darkvision 60 ft.; Listen/Spot +38
Defense
AC 42, touch 24, flat-footed 34 (+8 Dex, +18 natural, +6 deflection); hp 300 (24d8+192); Saves Fort +24, Ref +24, Will +25.
DR 10/epic; immune poison; resist cold 20, electricity 20, fire 20; SR 31; 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 +31 melee (6d8+6 plus 4d8 divine force); Full attack 2 slams +31 melee (6d8+6 plus 4d8 divine force); Space/Reach 5 ft./10 ft. (supernatural reach).
No One Left Behind (Su, 3/day). Standard action. teleport up to six willing creatures within 60 feet to safe spaces within 30 feet of her, requiring line of sight to each origin and destination. Each gains 20 temporary hit points for 1 minute. Teleportation-blocking effects prevent this movement. Save DC 31; any escape check uses the same DC. The DC is 10 + half racial Hit Dice + Wisdom modifier.
The Companion’s Pace (Su). Allies within 20 feet gain a +10-foot enhancement bonus to land speed. She knows the direction to a place on the same plane where she has shared hospitality; this reveals neither distance nor a safe route.
Take My Hand (Su). Once per round as an immediate action, prevent forced movement of one creature within 30 feet and grant it 20 temporary hit points for 1 minute. This does not negate a teleportation effect.
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 22, Dex 26, Con 26, Int 24, Wis 28, Cha 26; Base Attack +24; Grapple +30.
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (slam) (9 racial-HD feat slots).
Skills Diplomacy +35, Knowledge (religion) +34, Listen +38, Spot +38, Sense Motive +36, Profession (shrine keeper) +36, Survival +36, Swim +33, Hide +35. Listed skills have ranks equal to Hit Dice + 3. Other skills are untrained; unspent skill points are not included in the listed modifiers.
Languages Middle Dutch, French, Latin, Middle English; telepathy 120 ft. Divine comprehension (Su) permits telepathic communication across language barriers. Environment Tongeren’s country, Vechten and the roads taken by Tungrian travellers; Organization solitary manifestation; Treasure offerings remain at the shrine; Advancement —; Level Adjustment —.
Clerics and Domain Spells
Domains: Travel, Protection. 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: Travel: Use a supernatural freedom-of-movement effect for a total number of rounds per day equal to cleric level, triggered as needed; Survival is a cleric class skill.; Protection: Once per day, a standard-action touch gives a resistance bonus equal to cleric level on the next saving throw within 1 hour. Use the linked 3.5e domain rules for turning and other class interactions.
| Spell level | Travel | Protection |
|---|---|---|
| 1 | Longstrider | Sanctuary |
| 2 | Locate Object | Shield Other |
| 3 | Fly | Protection from Energy |
| 4 | Dimension Door | Spell Immunity |
| 5 | Teleport | Spell Resistance |
| 6 | Find the Path | Antimagic Field |
| 7 | Greater Teleport | Repulsion |
| 8 | Phase Door | Mind Blank |
| 9 | Astral Projection | Prismatic Sphere |
A Blessing to Earn
A traveller who brings news honestly to someone waiting at home can receive one safe recognition: once within the next month, a household that follows Viradecdis understands the traveller’s peaceful intent despite a language barrier. The blessing does not translate a conversation or compel hospitality.
Sources and Mythic Context
Dedications connect Viradecdis, also written Viradecthis, with Tungrian people and travellers abroad. RIB 2108 records Condrustian men serving in the Second Cohort of Tungrians at Birrens; other evidence links her to boatmen at Vechten. The homecoming personality and present cult here are original campaign developments, not an ancient narrative recovered from those stones.
- Roman Inscriptions of Britain — Viradecthis, RIB 2108
- LEIZA — Indigenous gods and Tungrian worshippers
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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