Hermit
Hermit
To be a hermit in Enderlin is to step away from the noise of cities and courts, seeking truth not in crowds or coin, but in silence, repetition, and reflection. From the wind-scoured star observatories of Avalon’s high peaks to the secluded halls of the great Temple Cloister of Lathander on Mount Del Sole in the east of The most Serene Republic of Portavira, hermits choose isolation as a path toward understanding. Some retreat to the deep green stillness of Elven Forest of Elenvaleis, where ancient trees whisper secrets older than kingdoms, while others dwell in forgotten ruins, mountain caves, or lonely watch-huts abandoned by time.
Hermits are not merely reclusive; they are observers. Removed from the constant demands of society, they learn to listen—to the movement of stars, the rhythm of seasons, the subtle shifts of magic and faith that pass unnoticed by most. Many spend years copying old texts, meditating on divine or arcane truths, or charting celestial patterns that hint at prophecies yet to unfold. In isolation, patience becomes a virtue, and insight a hard-won reward.
Though solitary, hermits are rarely cut off entirely. Pilgrims, scholars, and messengers sometimes seek them out for counsel, guidance, or blessings, bringing news of wars, plagues, or omens from beyond the hermit’s refuge. These brief connections to the outside world often shape a hermit’s understanding of how small actions can ripple across Enderlin, even from the quietest places.
Many hermits eventually leave their solitude, driven by revelation, duty, or a truth too important to keep hidden. Some become prophets, healers, or wandering sages, while others are drawn into adventure by visions, signs, or unanswered questions.
To be a hermit in Enderlin is to embrace solitude as a teacher, to find clarity where others find emptiness, and to understand that the deepest truths are often discovered far from the clamor of the world.
Ability Scores
Constitution, Wisdom, Charisma
Feat
Healer
Skill Proficiencies
Medicine, Religion
Tool Proficiency
Herbalism Kit
Equipment
Choose one of the following options:
A) Quarterstaff, Herbalism Kit, Bedroll, Book (Philosophy), Lamp, Oil (3 flasks), Traveler’s Clothes, 16 gp
B) 50 gp

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