4.15.14 Wayfarer Roleplay

Wayfarers are warrior rangers, first originating from the wastelands and wilderness of the continent of Albedos. These first Wayfarers stand in opposition to the forces of Drakkenmont, resisting the northward incursions of the Dreikathi Empire. As the tradition has spread beyond its origins, a second group of Wayfarers emerged upon Sapience. Their arts are fully independent of the conflict between Spirit and Shadow, though Wayfarers can and often do serve one side or the other.

The sources of the Wayfarer's arts include:
- Survival skills, including the ability to subsist off of the land and adapt to different environments, in the skill of Wayfaring.
- Berserk rage, expressed via shouts and battlecries during combat, in the skill of Fury.
- Martial training in the use of handaxes, in both melee and ranged applications, through the skill of Tenacity.

Visual style of the class:
Wayfarers are hardy, physically imposing warriors, and they rely upon speed and cunning, as well as brute rage, to subdue their foes. The use of handaxes is their most notable characteristic, consisting of various targeted strikes, powerful throws, and dexterous counterattacks. This balance between strength, speed, and cunning is at the heart of the Wayfarer's survivalistic style.

Side effects of the class:
The arts of a Wayfarer are purely physical, eschewing the magical and telepathic augmentation common in various Sapient arts. Although these skills demand the Wayfarer's physical fitness, they regularly push themselves beyond their limits in order to compensate for the enhanced capabilities of their foes. Over time, the Wayfarer way of life leads to joint problems, aches, and permanent injuries in old age - that is, in the unlikely event that they live that long.

Roleplaying the class:
Loners by nature, most Wayfarers tend to avoid large settlements, scavenging what they need from the land. They venture into outlying towns solely for information and bounties. Scattered across the continents, they unite only to share stories, trade information, and warm themselves by the vigil fires in their camps and hideouts - then, they venture forth once more. They have never had a need for a central authority, eschewing the guild structure common upon the continent of Sapience, and otherwise tend to pursue their own ends.