Walking the Earth: Difference between revisions

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== Tabletop Games ==
* Too many ''[[Dungeons & Dragons]]'' [[We Help the Helpless|adventuring parties]] to count. (Although all those dungeons mean that they have ''some'' means of support, at least...)
** The [[Greyhawk| Oeridian]] deity Fharlanghn is an extreme example. As befits the God of Roads, he is always traveling and exploring the Multiverse, never in one place for long. Being an actual god, he is often in ''more'' than one place at a time, but always traveling. His worshippers tend to do the same, as his faith and dogma encourage traveling in order to learn and experience the world.
* Eldar in ''[[Warhammer 40,000]]'' who feel too confined by their society's rigid structure are allowed to pursue the Path of the Exile and become Rangers, though they usually respond to requests from their craftworld to return and offer their skills (and sniper rifles) in defense of their race.
** The Orks have their own inversion- Ork society is based on any boy doing whatever he wants, as long as it doesn't get him krump'd by da Boss. For some younger, 'rebellious' Orks, the pressure is too much, and so they decide the best option is to enlist with the Stormboyz, whose training includes un-Orky training like marching and regimented training drills.
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* The Silent Striders tribe in ''[[Werewolf: The Apocalypse]]'' are forced to do this by virtue of being forced out of Egpyt millenia ago by [[Vampire: The Masquerade|the Followers of Set.]]
* ''[[Hollow Earth Expedition]]'' supplement ''Secrets of the Surface World''. The Wandering Hero archetype is a monk from China who wanders the Earth fighting against injustice and helping people.
 
 
== [[Theatre]] ==