This post is part of a series focusing on the eight Aspects—the “playbooks” of Divination if you will. Learn how each one represents its tarot card in the Hero’s psyche and how it plays, including a spotlight on a couple Powers for each one. The entire series is linked at the bottom of the page.
The Hermit is who you are when you’re alone, and everything you can learn while you’re in that state. They’re all the things you can only learn in that state.
I think the Hermit is a symbol of increasing importance in our time. We’re all a little more of the Hermit these days, as the world demands we be ever-more connected than before.
The Hermit loves growth and wisdom, but differs from the Hierophant in that they don’t believe community is part of their quest for enlightenment. They don’t pursue a grand ambition from a place of vision, perfection, or vanity like the Magician might.
Likewise, the Hermit differs from the Hanged One in that they aren’t about self-improvement, or abandonment, or any struggle with the ego, or the self really.
The Hermit is unique in that they’re on a quest for the deepest form of enlightenment—and they know you can only find it in solitude.
When you’re truly alone, you are clay shaped only by yourself and your world. The only hands that mold your skills and personality are those belonging to you, and to reality itself.
The implication is: when you spend time with others, you shape and are shaped by them constantly. You are a droplet of water, jostling into other droplets of water, exchanging your substance, thereby constantly changing who you are.
The Hermit isn’t subject to this force, not in the same way. They remain malleable, but are shaped by existence, which has deep lessons to teach. These are lessons of survival, independence, profound thought, silence, and mystery; and they can only be learned when you are entirely alone.
As the Hermit, you’ll try to lead the Hero down such a path. You’ll grant them increased strengths and abilities when they’re on their own, and you’ll gain ways to help them grow and attain enlightenment—and to persuade the other Aspects to do the same.
Using Sage Expertise and you’ll make better use of the Hero’s vocation. The Hermit is intelligent, skilled; a master of knowledge.
The Power of Lantern Light will offer you an intuitional secret similar to the ones the High Priestess gets—but yours can only be about a place or a thing. Not a person.
With Lone Wolf, you’ll make the Hero better at just about everything—so long as they’re alone.
With the frightening Power of Quietude, you’ll keep the other Aspects from using their Powers until a key moment has passed. Just the threat of this Power’s use will help you pursue your Agenda when the others don’t agree with it.
And with Kindred Spirit, you can enjoy a level of trust with a friend or loved one that makes it so that you feel every bit as secure and enlightened with them, as you would if you were entirely on your own.
The Hermit operates mostly alone, but may learn to bring a few beloved friends into their inner circle. You’ll use Potential—the raw matter of growth—to improve Tests and offer benefits to your fellow Aspects.
At times you’ll be pulled to minimize their contact with others. You’ll want to pull them away from the world and its troubles, and may contend heavily with the Aspects who don’t share this goal. You’ll discover whether or not you can compromise—and whether solitude is worth the wisdom that it can offer.
Read about the other Aspects here:
- The Fool
- The Magician
- The High Priestess
- The Empress
- The Emperor
- The Hierophant
- The Hermit (this post)
- The Hanged One