09: The Hermit

A robed figure, the archetypal "Old
Wise Man," the Hermit stands alone. He
leans on a pilgrim's staff and holds up
the lantern of wisdom, offering light to
those who are humble enough to seek it.
He illuminates the path to wisdom for
those who want to emerge from darkness..

Upright, he signifies prudent counsel,
receiving wisdom or instruction from one
more knowledgeable, guidance on the
path to one's goal; circumspection and
caution; a solitary nature.

Within 9 days of returning home
from this adventure or expedition, drawer
will meet a visiting <priest> of his own
faith, of a level higher than his own, who
will offer religious instruction to the
drawer, ?for the improvement of the
mind,? with a warning that the instruction
will not be quick. After one month
of study (if the drawer accepts the offer;
this should be a decision of the player),
the drawer will emerge with a 2-point
increase in wisdom, but a 1-point loss in
charisma. The cleric will then give the
drawer a hint to the location of a magic
item, and depart for places unknown.

Reversed, he signifies immaturity,
folly, refusal to accept aging and growth.

Drawer loses one 1/3 of his accumulated
age, gains 1 point of charisma and <Comeliness?>
loses 2 points of wisdom. When the
drawer next seeks to gain a level, the process
will be three times as long and
expensive as usual, because of his refusal
to heed the instructor.