By Frank T Sronce (fts5792@cs.tamu.edu)
Wanderers believe that travel broadens the mind -- almost literally. They believe that the proper path to Ascension lies in experiencing every culture, seeing every wonder, and learning from people from around the world. They are also deeply interested in exploring the Realms. They believe that everything in existence has a lesson to teach, and that the only path to enlightenment is to learn those lessons.
As such, they are forever traveling, seeking out a scrap of knowledge here, meditating there, and trying to learn everything that they can. Experience is the best teacher; a study session between a Wanderer and his Mentor usually consists of the student following the master and watching how he works his magic. More importantly, the master can answer the question, "Why?" when the student does not understand why one method is used instead of another. As such, Wanderers can actually acquire Study Points by watching another Mage in action, although this is rare.
Appropriate backgrounds are Arcane, Dream, Avatar, and Library. Influence is unlikely. Appropriate abilities are Culture, Cosmology, Stealth, Survival, Linguistics, Investigation, and Athletics.
Wanderers often have the Archetypes of Loner or Explorer. Their Essense is never Pattern. Questing is the most common. [Explorers can restore Willpower by seeing an exceptional place that they have not seen before, or by witnessing a once-in-a- lifetime spectacle. Their weakness is their Wanderlust.]
The inhabitants of other worlds and other realms are difficult to understand, but they can teach you things that you never suspected. Be cautious and prudent; you will have as long as you need, whether in this life or the next. The wise man often negotiates rather than attacking, and avoids rather than negotiating.
Philosophy and reality are not so separate as they may seem. Know thyself, so that you may understand others. You don't know all the answers, but neither does anyone else.
Because every Wanderer knows that he can learn from his students as well as teaching them, usually the only real restriction to receiving instruction from a given Wanderer is being able to find him.
Celestial Chorus: Their temples are truly beautiful. So long as you are humble and respectful of their beliefs before them, they will gladly teach you the sum of their philosophy, in an attempt to convert you.
Cult of Ecstasy: Their parties are a once-in-a-lifetime experience. Great parties, but if you've been once, you've seen them all. At least they don't take themselves too seriously.
Dreamspeakers: Similar to us, but their purpose is to serve another, not themselves. Admirable, after a fashion, but they are too quick to condemn the works of man.
Euthanatos: Nihilistic perfectionists. They cannot see the beauty in a cracked vase; they would rather destroy it and start again. They need to realize that your failures can let you grow and expand. Certainly, there is a lot to be learned from the spirit world, but by going there in person you can learn much more without the inconvenience of being dead.
Hollow Ones: The Cult of Ecstasy gone morbid. Good people to learn about your feelings from, but they don't see the inherent value in knowledge and learning for its own sake.
Order of Hermes: They have learned a great deal, but they guard their knowledge jealously. Use great prudence when trying to learn their "secrets." It is better to peruse their records by invitation; they are rarely open-minded about people doing so without permission. They need to realize that knowledge is different from other forms of wealth; if someone takes knowledge from you, you are not impoverished, and may grow richer from the experience. Teaching your knowledge to others is an easy way to expand it.
Sons of Ether: If you want to learn from them, then you need to speak with as many of them as possible, to see the common links in their thought. Beware of returning the favor, however; their methods of studying things usually destroy the thing being studied.
Verbena: Too obsessed with their own bodies and flaws to see that it is possible to overcome them. They rely upon emotion and ritual. It is astounding that a tradition so old should have so little real understanding of what it is that they do.
Virtual Adepts: They have learned that reality is what you make of it. They do not yet understand that the outside world works in the same fashion as their simulated realities. To understand the nature of technology, or of modern acts of creativity, they are the people to talk too. They love to talk about themselves, but you may have to learn some of their jargon before they will open up to you.
Iteration X usually passes any information about a recently discovered Wanderer to another Convention, unless that Wanderer was caught in an Interation X security zone, whereupon they throw all of their resources into killing the intruder.
The Syndicate and the Progenitors have no real concern for the Wanderers, usually classifying them as harmless Orphans unless they make a nuisance of themselves. They sometimes try to recruit Wanderers into their own organizations, based upon this.
New World Order, though, hates the Wanderers with a passion, partly for their love of freedom and exploration, but mostly because they are so difficult to keep track of. Wanderers often have a high Arcane rating, and leave an annoyingly slim paper trail. Whenever New World Order has a chance to eliminate one of these pesky people who won't stay where they're told to, they take it.
The Void Engineers, on the other hand, are rumored to have secret contacts with some of the more powerful Wanderers, helping to protect them from the other Conventions in return for their aid in exploring the Deep Umbra.