Hermit

Eretfar
Playability:
Standard
Type:
Physical

The Hermits of the Eretfar are those who choose—or are forced—to live apart from both caste society and outlaw bands. While most Eretfar rely on groups for survival, Hermits embrace solitude, becoming masters of the wastelands and ruins. They know where to find water in dry ground, how to follow the secret Cant marks etched into stones, and how to turn the most meager scraps into tools of survival.

Though solitary, Hermits are often sought out by others: scavenger bands seek their wilderness guidance, fugitives look for their hidden shelters, and even factions sometimes pay them to map or traverse wastelands. To outsiders, they appear as wild men and women of the wastes, hardened and untrusting. To the Eretfar, they are revered as proof that freedom can exist even in utter exile.

For players, the Hermit offers the role of the party’s survivalist and guide—someone who thrives in wilderness environments, reads the Cant signs, and endures where others perish. They are well-suited to scouting, survival-based campaigns, and resisting control from organized factions.

Weapon Categories

Total points in category:
4

All

Magic Categories

Total points in category:
0

Tech Categories

Total points in category:
0

Skill Categories

Total points in category:
26
4
4
4
6
4
4

Profession Benefits

Find Resources – Can identify Cant marks pointing to water, shelter, or salvage.

Lore of Ruins – Knows forgotten sites, ruins, and wasteland legends or knows who might know.

Profession Restrictions

Marked by Outlawry – Recognizable as an Eretfar; often refused service in settlements.

Hunted Exile – Some Hermits are deserters or escaped criminals; factions actively pursue them and many avoid them.