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.