The Walker, God of Death
Name:
The Walker
Domains:
Transition, Death, Coastlines
Alignment
High
Story
A god of death is one of the few constants in every Pantheon, but the Walker is much more than the being responsible for the transition from living to whatever lies beyond. He does not judge, nor does he deny anyone, but instead walks alongside the soul as they move on from their now failed body to the next place. He also shepherds other transitions, such as from child to adult, from independent to married, and from peace to conflict. He gives comfort but does not prevent these transitions; instead, he is dedicated to helping mortals understand what is happening and preparing them for the next step in their lives.
While The Walker and his many forms are not significant presences in daily life, his shrines and small effigies are almost everywhere. Every graveyard and beach often boasts a small shrine where a person can meditate. Even weddings and birth celebrations have small idols of the god placed in descrite places.
The Walker doesn't get involved much in the greater actions and adventures of the rest of the pantheon, but does fiercely guard his own domain. While seeking to extend one's own life is permitted, the turning of unwilling victims to undead or half-dead forms upsets him, and he often sends his champions to cleanse such things from Dia routinely.
Glyph
A half circle set on a flat line, representing the setting sun.
Appearance
When the Walker takes mortal form, it is as a tall, older man with white hair and humble traveling clothes with a wide brown cloakâmany claim to have mistaken him for a beggar or hermit before his true nature is revealed.
The Walker also frequently takes the form of animals, especially when the object of transition is not death. Foxes, hounds, even wildcats have made appearances to bless weddings, adoptions, or observe significant historical events, but the most auspicious form is that of the Seagull. Just as the Seagull is considered the master of the coastline, the presence of the god in this form is said to herald things significant to him and his domain.
Theology
Death is, surprisingly, a monotheist. He openly admits to not knowing what is waiting for souls beyond his care, but seems to have pinned his hopes on a benevolent force lying beyond what his sight can see.
He does not require his followers to be monotheists, however. Its not clear how he reconciles being a member of a religion that bans idolatry and yet also be a god worshipped by thousands who craft idols in his name.
Followers and priests of The Walker are encouraged to act as consolers and guides more than practice direct intervention. They often provide a listening ear without judgment, equally to thieves, grieving mothers, and dark villains.
The faith focuses heavily on self-reflection and on accepting change. Life is viewed as drifting down a river; a person may plunge in an oar to direct the path, but the path cannot be avoided.
Patronage
Most 'champions' of The Walker are just priests who have been given consoluing and then accepted the offer of training to give this gift to others. It's a comparably small job compared to slaying dragons and liches, but it's one many of his champions do gladly.
A small handful of champions do expand elsewhere. The more numerous group are the deathseekers, an order of adventurers who seek out rumors and sightings of those who defy The Long Walk from life to death. If capable, they will often attempt to deal with such minor cultiests or wayward wizards as they can. A smaller number belong to an inner circle called The Walker's Pinions, a group of elite champions tasked with more dangerous actions and deployed by the god directly. It is said that the Pinions are all marked by an acceptance of death and yet had it deferred in order to serve The Walker.
Retirement
Champions of The Walker don't retire normally, although a few have left service under unknown means. Instead of retirement, a champion of The Walker can feel when their designated end of service is coming and begins to slowly fade, given a few weeks to make their final testaments and services before fading completely into the space between life and death, The Walker's domain.
Favors
The Walker doesn't hold with the concept of favors. He simply offers that is needed and takes what is offered. If doing the right thing is not enough, his priests will often walk away.

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