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Wanderer

"Knows a little about everything. Master of nothing. Pays rent on time."

Role: Flexible generalist. The class you pick when you don't want to pick a class. No hard specializations means no hard walls - every skill is learnable, nothing comes for free.


At a glance

Stat bonuses +2 to three random stats (chargen)
Allowed weapons Sword, Dagger, Bow, Axe, Staff, Hammer, Mace
Starting skills Daggers (4), Dagger Stab (4), Dodge (4), Combat Maneuvers (2)
Starting kit Dagger, Padded Vest, Linen Trousers, Leather Boots, Sack
Best faction Whatever's nearby - Wanderer plays the field
Best merc team Shield & Sparks (covers your flank, lets you improvise)

First 30 minutes

The Rusty Tankard in Ghelmyon is where you start. You won't survive a fair fight yet - your job for the first half-hour is learning the verbs and grabbing a starter kit.

  1. Look around. The look verb is free and gives you the room description.

    look
    
  2. Talk to Marta. She runs the tavern and seeds the first quest.

    talk marta
    
  3. Read the notice board. Take any Easy-tier job - bulk-accept with AE if you want to grab them all at once.

    read board
    AE
    
  4. Visit the market. Buy these in this order:

    Buy Why Cost
    Torch (×2) Half the world is dark cheap
    Rope Drops, climbs, restraints cheap
    Bandages (×3) Out-of-combat healing cheap
    Bread + waterskin You will get hungry and thirsty cheap
  5. Take the rat-cellar quest if Marta offers it. It's the safest first fight in the game.


Skills to focus first

Wanderer starts strong with daggers - lean into that.

  1. Dagger Stab (already 4) - your bread-and-butter attack. Cheap SP, reliable hit.
  2. Sneak - pick this up before you pick up Hide. Sneak lets you open combat on your terms.
  3. Bargain - Wanderer doesn't have a class faction loyalty, which means you'll be buying a lot. Save coin where you can.

Pop your spread later into whatever class you're stealing from - Dodge when you start losing fights, Spotting when stealth becomes important.


Suggested merc team

Shield & Sparks - a dwarf paladin and a halfling tinkerer. The paladin holds the line so your daggerwork has clean angles, and the tinkerer drops traps that fill in the gaps in your kit.

Skip the Wrecking Crew until you've levelled - their wage is fine but they get into trouble you can't bail them out of yet.


Quest or grind?

Quests for the first three days of in-game time. They teach the map, introduce NPCs, and ramp difficulty cleanly. Don't sleep on:

  • The rat-cellar chain (Marta)
  • The notice board at the town square
  • Whatever Phaedro's dream tutorial hands you

After Day 3, mix in harvesting: the wilderness around Ghelmyon has herbs, edible plants, and small game. Foraging trains Outdoors, Tracking, and Survival - three skills the Wanderer doesn't start with.


Mid-game arc

Three milestones to aim for in the first 5-7 in-game days:

  • Pick your real class. Wanderer is a starting point, not a destination. By the time you've put 30-50 SP into a skill cluster (combat, stealth, social, magic, survival), you've effectively become that class - embrace it.
  • Build a reputation with one faction. Pick the one whose unlocks line up with the skills you've been training. See the factions overview.
  • Earn a sponsor. Wanderers don't get class-trainer access by default; you'll need to earn one NPC's trust to start training high-rank skills.

Training & Practice

Where the work happens between adventures.

Head to the North Gate Rally Yard (north_gate_caravan_rally, the muster ground just inside Ghelmyon's north gate). Talk to Tovis Wend - he runs the yard, signs the ledger, and matches you to whichever caravan is short a hand that day.

Unlike the indoor counter-shifts other classes use, this venue is an outdoor work-yard. The purse is trip-risk multiplied - an uneventful escort pays the floor, a roadside skirmish pays mid, an ambush survived pays high. The road decides.

How it works:

  1. /shift start at the rally yard to take a 4-hour escort shift. Tovis matches you to a caravan-master's outbound roster - often one of the Sleeping Giants veterans (Dara, Toller, Goran, or Iska if they're in town).
  2. Resolve tasks with the road's verbs: escort <caravan> to ride alongside as paid muscle (credits Outdoors), scout <ahead> to ride the verge and read the road (Streetwise), guide <route> when the caravan-master defers to your map-sense (Track). Each resolution credits SP plus a stipend whose size depends on what happened out there.
  3. /shift end to close early (or let the timer expire).

Tier ladder (Tovis decides which you're ready for based on rank): easy → standard → challenging → esoteric. Higher tiers route through rougher country and pay more in raw coin, but the trip-risk multiplier means easy work can still cash out big if things go sideways.

Why bother:

  • Field SP for the three skills the Wanderer doesn't start with - Outdoors, Streetwise, Track - without having to grind them on your own.
  • Stipend per resolved task, with real upside on a bad-road day (caravan-master's purse, not adventure pay).
  • Twenty clean trips typically earn a referral letter the other towns' rally yards honor - opens doors at sibling caravan venues.
  • Tovis teaches up to rank 70 in Outdoors, Streetwise, and Track.

Capstone - Lucky Break

Unlocked at rank 30 in dodge. The next roll that would fail - attack, save, dodge, skill check, anything - succeeds instead.

You feel the dice tilt your way. Not for long. But for the one roll that matters.

Once per day. Save it. Don't waste it on a 50/50. The Wanderer's capstone shines on the one critical roll a session - a save against a paralyzing gaze, a lockpick on the boss door, a Charisma check that decides a quest branch.


See also