Esoteric Hermit
The stone of your cave is one with the stars. Silence and perfection. Now the chaos of a fallen world disturbs your rituals and the caul of night grows blacker than your cavern's gloom. Irritating!
- Begins with: 1d6×10s and d4 Omens.
- HP: Toughness + d4.
Abilities
- Wise: roll 3d6+2 for Presence.
- Weak: roll 3d6−2 for Strength.
- Ordinary starting equipment plus one random scroll (sacred or unclean).
- Roll a d4 on the weapons table and d2 on the armor table.
Eldritch Origins (d6)
- Awakening, adult, in a ritual circle underneath the northern bridge to Grift.
- Wandered, memoryless, from the mouth of a cavern at the Cliffs of Terion.
- Single child survivor of an incident in the Valley of the Unfortunate Undead.
- Dying of plague in a Bergen Chrypt hovel, you touched something from outside.
- An average individual until you encountered something in a dim glade in Sarkash.
- Raised on a lonely island in Lake Onda. No one else has ever heard of this island and you can't return.
You Also Begin With One of the Following (d6)
- Master of fate: What use are maps when the substance of causality itself is open to you? You know the right way with a dr8 Presence test.
- Book of Boiling Blood: You may open and read from this book once a day. Your enemy must make a dr12 test to prevent this. If they fail, d2 Berserker-Slayers appear from the depths of a forgotten dimension of blood. Roll a d6. On a 1–4 these creatures fight alongside you. On a 5–6 they turn on you, attempting to kill you and destroy the book. After the battle they return to their imprisonment.
- Speaker of truths: Twice per day, use your wisdom, knowledge, advice, and inner calm to bring clarity to a creature of your choice. The dr of the next test they undertake is lowered by 4.
- Initiate of the Invisible College: Once per day you may summon d2 scrolls, whose power can be used only once. Roll a d4 — on a 1–2 the scrolls are sacred, on a 3–4, unclean. If the scrolls are not used before sunrise they turn to ash.
- Bard of the undying: You learnt your melodies in the Otherworld. The music of your harp gives +d4 on reaction rolls.
- Hawk as weapon: Your crafty almost-intelligent hawk is loyal only to you. Even without shared language, you understand its cries as it keeps watch, scouts, and swoops to attack foes. Attacks/defence dr10 (claws/bite d4), HP 8.
Gaps/Expansion Notes:
- Lake Onda is named only on this spread — a lonely, half-mythic body of water with islands no map records. Strong location seed.
- Cliffs of Terion are distinct from the wider Terion fragments scattered through the Miseries. Could be coastal, could be inland; canon does not say.
- The "incident" in the Valley of the Unfortunate Undead is unexplained — a single child crawled out. Adventure seed.
- Forgotten dimension of blood (Origin Gift 2) — never elaborated; the Berserker-Slayers come from there.
- The Otherworld where Origin Gift 5's melodies are learned — also undescribed.