The Hermit

Introspection, Introversion, Solitude, Loneliness, Keeping Your Star Safely Contained, The Property of Beard-Havingness, Bad Posture, Old
The Hermit has gone somewhere, been alone for a long time, and returned with wisdom.
The Hermit exists in contrast with The Chariot: the Chariot drives, prioritizes, manages, and is utterly useless without others to carry them. The Hermit is self-directed and totally free: able to go anywhere and do anything, unrestrained by others.
Chariot: extrovert, Hermit: introvert.
The other contrast is with The Lovers, who exist totally and wholly within their relationship, growing around one another and becoming increasingly co-dependent, whereas The Hermit is strong and independent and don’t need no man.
People who choose voluntarily to seek out total and complete solitude are often considered unusual: but the ability to define oneself outside of relationships to others, finding joy and meaning in self-direction, that’s a muscle, too, a skill that people can develop. The abilities to be able to take shelter in one’s own skin, to retreat, to introspect, these are vital to our development.
With all that being said, while the Hermit is possessed of wisdom, they are often awkward. Strange. Quiet. Eccentric.
Friends & Foes
The Wise Mentor1might be too old to contribute directly, but their immense experience means that they can shape and train a new generation.
The Pinnacle worked so hard to achieve their goals2 that they have become disconnected, isolated, lonely, and a little bit crazy. It’s not even clear if the thing they worked on for so long was worth the dedication!
The Black Sheep is surrounded by others, yet still alone.
The Unintelligible is simply unable to communicate meaningfully with others. Perhaps if they could be communicated with, they could be placated, but there doesn’t seem to be any way to do so.
The Solitary Angel was once good, but they have been trapped alone for so long that they have lost all trace of their humanity.
The Machiavellian is highly social, manipulative, narcissistic, and utterly devoid of empathy for others. They have never once admitted to a mistake and they aren’t going to start now.
Hooks
Your players are separated! The next phase of your adventure will have to be completed by the players operating individually.
Only one person has the obscure knowledge that your players need to continue on their adventure. Unfortunately, they’re – well, one of these hermit types. Kind of hard to track down.
Locations
The Tiny Hut On the Peak of a Mountain in the Remotest Jungle is about as far from society as it is reasonable to be. This kind of location is like catnip for recluses.
The Prison is more social than you might give it credit for, but the inmates are still kept separate from society. Some are even kept in Solitary, considered a torturous and cruel additional penalty for the worst offenders.
The Distant Training Grounds can turn even the most harmless mook into a full-fledged threat, given a bit of time and a lot of motivation.
The Cloister is a self-contained little society of oddballs with an utterly confusing belief system.
The Lighthouse, one of many in distant locations, must be kept lit every night to prevent nautical disasters.
The Once Busy Area, Now Abandoned has the lonely feel of an empty mall. What happened to all of the people?
The Weeping Statue sits within a fountain in an isolated location. It marks a place of solemn respite.
Treasures
The Lone Wolf’s Pendant3 makes its wearer stronger, but only when operating on their own.
The Lantern’s light always points in a specific direction, guiding the players to something specific.
Names
Aino, Alfred, Athena, Denzel, Enola, Isel, Lona, Uno, Eka, Scout, Ace, Tenzin, Roku, Sage, Strawberry, Veda, Won, Sophia