The Wanderer
Every road has led somewhere. None of them have led home. You left home on a Tuesday in early spring, twenty-three years ago, and you have not yet found a reason to go back. It was not a wound that drove you out. It was not a debt, a war, a love, or a prophecy. It was a smell — the smell of the sea coming through the kitchen window on a morning when your whole life was already arranged in front of you like a clean, well-set table — and a sudden, quiet understanding that if you sat down at that table you would never stand up again. You left a note. You did not say goodbye. Among The Wanderer's signature abilities: Road-Tongue; Long Memory; Stranger's Bread. The fatal flaw: You cannot stay. Every good thing in your life ends the day you realize you could keep it, because that is the day the road begins to call again. The signature item: A small wooden box containing a single dried flower from the kitchen window of the house you left. You have never opened it. You are not sure what you would do if you did. The quest: To find the one place in the world that makes the road stop calling — or to accept, finally, that no such place exists. Allies include The Chosen One, The Exile, The Mentor; enemies include The Warlord.