The Wanderer moves from place to place before anything can become home. They travel light, keep their distance, and leave often—whether out of habit, necessity, or the fear of staying long enough to begin to belong.
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Examples in media: Frieren (Frieren: Beyond Journey’s End), Howl (Howl’s Moving Castle), The Doctor (Doctor Who)
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The Wanderer is for characters who don’t stay anywhere long enough to belong. Play this if you want to explore a life shaped by leaving, **moving from place to place before the world can settle around you.
This Cause isn’t just about traveling often. Travel can be joyful, purposeful, and communal. What matters here is traveling alone; choosing solitude and distance over connection, even if part of you wishes it were different.
Play this if you want to tell a story about distance as both comfort and cost—about someone who keeps people always an arm’s length away. Your story asks what it means to always pass through and never arrive, and what you’re afraid will happen if you stop.
You can have curses, prophecies, enemies, or obligations that keep you on the move—but if you want to confront those forces during your story, this isn’t the right Cause for your character. The Wanderer’s journey isn’t about fixing what drives you away; but rather, about learning whether you can build connections despite the reasons you keep leaving.
If your wandering is driven by a burden that warps your place in the world, your story may fit better with the 🌑 Cursed.
If your path is set by destiny, visions, or divine purpose, look to the 📜 Chosen.
If you travel seeking fame, glory, or a name that echoes beyond the horizon, consider the âš” Glorious.
If you search for treasure, fortune, or opportunity, your journey may belong to the đź§§ Seeker.