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.