Wayfinder

"You read the land like it was written in dust and bone."

Non-Combat Mundane
Cost
Passive
Tempo
—
Steps
—
Resist
—

Effect

You cannot become lost in wilderness terrain. Navigation checks in dangerous territory have their TN reduced by 2. When the party makes camp, you identify the safest campsite within a mile: the GM tells you the direction of the nearest water source, natural shelter, and any large creature or settlement.

Special

Water-Finding: In arid regions (Scorchveil, Ash Belt), you can locate subsurface water with a SAVVY + Frontier check (TN 13). Success means you find enough water for the party for one day. This does not require equipment: it’s knowledge of terrain, plant behavior, and animal tracks that indicate hidden moisture.