Path of Wanderlust

name: Path of Wanderlust

Deity: The Wander (takes on one of two forms, either an Amythist dragon at night or golden Phoenix during the day, though tends to rarely show himself)

Religious creed: those who wander are never lost

council of owners: each owner of a network tavern will hold a seat among all others to support the overall health of the network and religion.

Council of 3: three individual sit to make decisions too difficult or time consuming for the council of owners. The council of 3 focus on the continuation and upholding of the religion and it's tenants. This council is derived of the founder Glitterbaerd and two others.

Religious pillars: community, adventure, hospitality

Religious sites: Wanderers retreats are religious sites that are often adjoined to the tavern responsible for maintaining it. Offerings to the wanderer can be placed in chests found within the retreat. Retreats must not have any permanent structures, often consisting of a small plot of farm, an offerings chest, and a campfire.

Religious leaders: tavern owners who take up the practice of the path of Wanderlust are often seen as the religious leaders as they promote the religion in their respective territories as the religion is split into independent chapters who's only connecting rule is to follow the path.

Rituals:

Prosperity: Cross world pilgrimage

Safe travels: offerings to the wanderer

Happiness: pub party

Rules:

Tavern owners must give some free food to wanderers if excess allow for it (often a stack of 10 bread)

Must uphold the religious tenents resulting in the expectation of respect towards all patrons.

Must cooperate with the tavern network  towards the benefit and health of the religion

Must not share religious secrets with outsiders

Must maintain and protect their associated religious sites

Must create a tavern which is a pillar of the great religion and cause

No killing on Wanderers grounds including the retreat and taverns

Must offer mutual, safe grounds to support nonviolent political efforts.

No tavern owner is allowed to also rule a city/nation, though advisory position within city/nations are permitted.

Events:

The Rathnir Pilgrimage is a trial of The Wanderer offered to those who seek true adventure. To complete the pilgrimage, the individual needs to visit each of the Wanderers retreats across the continent and collect each retreats unique brew by sharing a worthy story.

Origin story:

The story of the Path of Wanderlust starts with it's founder, Glitterbaerd, who in his desire for adventure came across a secluded hillside with breathtaking views of a sunset. After being lost in the beauty of the sunset and in his getting ready to depart, Glitterbaerd saw something shimmering in the dark sky. Upon focusing he made out the shape of a dragon whose scales shined of Amythist, a sight he had never come across before.

Fascinated, Glitterbaerd attempted to track the creature down, only to feel his legs wobble as his strength faded where he stood. One moment he was stumbling on the hillside and the next he was soaring through the skies, seeing the beauty of the world below. The Amythist Dragon flew beside Glitterbaerd and spoke to him telepathically saying "The time has come, after so many years of exploration, for you to settle down and encourage the next generation of explorers". Glitterbaerd always knew he'd retire to the life of a tavern owner, however he did not expect it to come as it did. Nevertheless he took up this charge with little question.

The Amythist Dragon then named himself as The Wanderer, issuing a decree of himself to look over those who seek new horizons.

Just like that, as fast as the dream came, Glitterbaerd awoke having collapsed to the ground. He felt his strength slowly regain and he knew exactly what was needed. Glitterbaerd began the construction of the Amythist Drake in within the embrace of the hill.

Though Glitterbaerd has never seen the wanderer since, he seemingly knows what must be done. Outside of constructing his tavern, Glitterbaerd also constructed the religion and expectations, including the necessity of Wanderer's retreats being established across the land.

Nobody truly knows if The Wanderer is a deity, a spirit, a creature, or just the result of psychosis, but no matter the answer, Glitterbaerd has always stood true to the tenants instilled in him; community, hospitality, adventure. Glitterbaerd now spends his life offering refuge to all travellers and attempting to bring attention to the religion.

Few stories have been set to paper about the wanderer, with much of his following using song and word of mouth to tell his stories, often seemingly in the form of speculation. When a wanderer comes across a vast desert, they may luck upon a watering hole or oasis, which they often attribute to the care of The Wanderer.