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Background: Guide
You know the ways that are not on any map, and you made the maps for the ones that are. Far from roads and lanterns, you learned to move quietly enough that the wood forgets you are in it, to sleep light, to find water, and to be somewhere else by the time the thing that was following gives up. You have led pilgrims, smugglers, surveyors, and fools through country that kills the unprepared, and buried a few who would not listen. Out there you picked up something else, too: a word for the weather that sometimes answers, a way of asking the green things to let you pass. You do not talk about that part. You just know that the wild is not empty, and that it notices whoever walks through it.
There is a whole country of people who live off the roads: trappers, hermits, herders, border-runners, the last family on the last farm before the trees. You know how to find them, and how to be welcome: a night by their fire, a meal, and a warning about what has changed since you last came through. From them you hear what never reaches a town (a pass gone bad, lights in the hills, a village that has stopped sending anyone to market, something in the deep wood that has begun to hunt in daylight). Guiding pays well, and there is always someone who needs to reach a place no sensible person will take them.
| Field | Value |
|---|---|
| Ability scores | DEX, CON, WIS |
| Skills | Stealth, Survival |
| Tool | Cartographer’s Tools |
| Origin feat | Magic Initiate (Druid) |