Wanderer’s Compass

Item Description: The Wanderer’s Compass is a beautifully crafted, pocket-sized brass compass with intricate engravings depicting various landmarks and landscapes. It grants its possessor a sense of belonging and a comforting feeling of being at home no matter where they may roam.

Item Effect: When a character possesses the Wanderer’s Compass, they gain a unique ability. The compass magically attunes itself to the character’s essence, and whenever they find themselves in an unfamiliar location, it begins to emit a soft, warm glow, indicating the presence of a “home-like” space nearby.

The character can follow the glow and, within a certain radius, discover a hidden or overlooked place that provides a sense of comfort and familiarity. This could be a cozy tavern with friendly locals, a hidden grove in a dense forest, a small shrine dedicated to their patron deity, or any other place that resonates with the character’s concept of home.

Once the character enters this “home-like” space, they enjoy several benefits:

  • Restful Respite: The character can recover from exhaustion at an accelerated rate while in this space. Resting provides twice the normal benefits.
  • Welcoming Atmosphere: The character gains advantage on Charisma-based ability checks and saving throws made within the space. They exude an aura of comfort, making it easier to establish connections, negotiate, and interact with others in a positive way.
  • Inspiring Reflection: While in this space, the character gains inspiration once per day. They can draw upon the familiar surroundings and the sense of belonging to fuel their actions and abilities.

The Wanderer’s Compass has a limited number of uses per day, tied to the character’s proficiency bonus. Once the uses are expended, the compass returns to its normal state until the next day.

Values:

  • Item Type: Wondrous Item
  • Rarity: Uncommon
  • Tier: 1
  • Tags: Directional Charm, Comfort Inducer, Social Catalyst, Rest Enhancer, Inspiration Source, Exploration Aid, Aura of Familiarity, Traveler’s Aid
  • Properties:
    • Attunement: Requires attunement by a character who has a sense of adventure or a longing for home.
  • Effects:
    • Sense of Belonging: The compass attunes to the character’s essence, granting a comforting feeling of being at home.
    • Glowing Guide: When in an unfamiliar location, the compass emits a soft, warm glow:
      • Activation: The glow begins automatically when the character is in an area they consider “unfamiliar.”
      • Radius: The compass can sense and guide to a “home-like” space within a 1-mile radius.
    • Home-like Space Discovery:
      • Finding: The character follows the glow to find:
        • A cozy tavern or inn
        • A serene natural setting (like a grove or a lake)
        • A place of worship or meditation
        • Any location that evokes a sense of comfort and familiarity to the character
    • Restful Respite:
      • Benefit: Resting in the discovered space provides double the normal benefits for recovery or rest. This could mean double hit points regained, or twice the normal effect of a long rest in terms of spell slot recovery or fatigue removal.
    • Welcoming Atmosphere:
      • Charisma Advantage: The character gains advantage on all Charisma-based ability checks and saving throws while within the home-like space.
      • Social Interaction: The aura of comfort makes the character more approachable and persuasive.
    • Inspiring Reflection:
      • Inspiration: The character gains one use of inspiration per day while in this space, which can be used to roll an additional d20 for an attack roll, saving throw, or ability check.
  • Limitations:
    • Uses per Day:
      • Standard: The compass can guide to a home-like space a number of times per day equal to the character’s proficiency bonus.
      • Example: At +2 proficiency bonus, the compass can be used 2 times per day.
    • Reset: The compass’s uses reset after a long rest.
    • Non-Combat Utility: The compass does not provide direct combat advantages but enhances the character’s ability to rest, recover, and interact socially.

In the world of Saṃsāra, the Wanderer’s Compass could be found in various types of shops, each offering different experiences and prices for the item:

  • Mystic Emporium:
    • Location: Often found in academic or mystical hubs, where scholars and mages gather.
    • How to Buy/Sell: Sold by wizards or enchanters specializing in items that aid in exploration or personal well-being. These shops might require you to trade in magical knowledge or perform a service in exchange for the compass.
    • Cost: Around 300 to 450 gold pieces, but could be higher if imbued with additional enchantments or if the buyer is not willing to offer something of equal mystical value.
  • Adventurer’s Guild Outposts:
    • Location: Common in cities with a high turnover of adventurers or in frontier towns where such items are practical.
    • How to Buy/Sell: These places cater to explorers and might have the Compass as part of a starter kit for new members or as a reward for guild quests. It could be bought directly or won through guild activities.
    • Cost: Approximately 250 to 400 gold pieces. Guild members might receive a discount or earn it through points or achievements within the guild.
  • Curiosity Shops and Antique Dealers:
    • Location: Found in the more affluent or historical districts of cities.
    • How to Buy/Sell: These shops deal in relics and curiosities. The Compass might be sold with a story, perhaps as an heirloom or a forgotten relic. The price would reflect its perceived age and rarity.
    • Cost: Between 350 to 500 gold pieces, with the possibility of haggling based on the item’s backstory or the buyer’s knowledge of its true worth.
  • Nomad’s Bazaar:
    • Location: These mobile markets move from place to place, often found in open plains, deserts, or during large festivals.
    • How to Buy/Sell: Nomadic traders might have the Compass due to their own travels. Bargaining is common, and the item’s value could be swayed by the trader’s mood or the tales of the Compass’s origin.
    • Cost: Could vary widely, from 200 to 600 gold pieces, depending on the trader’s perception of its utility and the buyer’s ability to negotiate.
  • Artisan’s Workshops:
    • Location: In artisan quarters where craftsmen create and sell their wares.
    • How to Buy/Sell: A compass like this might be the work of a craftsman who specializes in magical items. They might offer it as a bespoke item or part of a collection.
    • Cost: Likely between 350 to 550 gold pieces, with the price reflecting the craftsmanship and materials used.
  • Coastal Trading Posts:
    • Location: Near ports or on the edges of island nations where trade thrives.
    • How to Buy/Sell: Such items might be traded with other goods brought from distant lands. Here, the Compass could be part of a larger trade deal involving other exotic items.
    • Cost: The price could be negotiated into a trade package, but if bought outright, expect prices from 275 to 475 gold pieces, influenced by the exotic allure of the item.
  • Spiritual Sanctuaries:
    • Location: Temples, shrines, or holy sites.
    • How to Buy/Sell: The Compass might be offered as a blessing or reward for those who seek spiritual guidance or complete a pilgrimage.
    • Cost: It might not be sold for gold but could require offerings, prayers, or a vow of service. If sold for currency, the cost could be around 200 to 400 gold pieces, with the price reflecting its spiritual significance rather than material worth.

In all cases, the Wanderer’s Compass’s price and availability would be influenced by the location’s culture, the demand for such items in that region, and the narrative significance the item holds in local lore or among adventurers.

The Wanderer’s Compass, while not inherently a weapon, can be used creatively for both defense and offense in various environments within the context of roleplay in Saṃsāra:

  • Defense:
    • In Urban Settings:
      • Safe Haven: The Compass can lead the character to a hidden or overlooked sanctuary within the city where they can rest and recover. This can be particularly useful during times of conflict, allowing for a strategic retreat to heal and regroup.
      • Social Advantage: Using the Compass’s effect to gain advantage on Charisma checks, characters can negotiate peace, gain allies, or persuade potential threats to leave them alone, effectively using their environment and social skills as a defense mechanism.
      • Ambush Prevention: By finding a comforting place, the character might inadvertently disrupt an enemy’s plan to ambush them, as the Compass leads them away from danger or into a location where they are more alert and less likely to be caught off guard.
    • In Wilderness:
      • Natural Fortification: The Compass might guide to a natural shelter like a cave or a thicket, where the character can set up defenses or camouflage themselves from pursuers or predators.
      • Restoration: In a grove or by a lake, the character can recover faster, potentially regaining the strength and focus needed to defend against challenges ahead.
    • In Dungeons or Ruins:
      • Sanctuary Creation: The Compass could find a secluded chamber or an old guard room that feels like home, allowing the character to set up a temporary base where they can regroup, heal, and plan their next move with enhanced clarity.
  • Offense:
    • In Urban Settings:
      • Infiltration: The Compass can be used to find a less guarded or overlooked area of a fortress or guildhouse, providing a backdoor for the character or their party to enter and perhaps launch a surprise attack or espionage mission.
      • Influence and Deception: With the advantage on Charisma checks, the character can gather information, sow discord among enemies, or pose as a local to gain access to restricted areas or information.
    • In Wilderness:
      • Terrain Advantage: Leading enemies into a “home-like” space where the character is at an advantage due to familiarity and comfort could turn the tables in a chase or combat situation.
      • Psychological Warfare: The Compass might take the character to a place where they can lay traps or set up an ambush, leveraging the comfort and inspiration to outthink and outmaneuver foes.
    • In Dungeons or Ruins:
      • Strategic Positioning: The Compass might direct them to a room that feels safe, which they can then use as a choke point or a place to lure enemies into for a tactical advantage.
      • Moral and Tactical Superiority: The inspiration gained can be used to perform critical actions at pivotal moments, like a persuasive argument to sway neutral factions or a crucial skill check to disable a trap or unlock a door before enemies can reach them.

Roleplay Elements:

  • Character Backstory Integration: The Compass can be tied into the character’s background, perhaps as an heirloom from a family known for their travels or as a gift from a deity of travel or home.
  • Cultural Significance: In different cultures within Saṃsāra, the Compass might have unique roles, perhaps seen as a symbol of a wanderer’s spirit or a tool for maintaining the balance between exploration and roots.
  • Moral Dilemmas: The Compass might also present moral choices, such as what to do with the comfort it provides when others are in danger, or the potential to exploit its power for personal gain over communal good.

In gameplay, the Compass would encourage players to think about their environment not just as a backdrop but as an active component of their strategy, both for protection and for gaining the upper hand in conflicts.

Perception of Activation:

  • User’s Perspective (The one holding the Wanderer’s Compass):
    • Sight: The Compass begins to emit a soft, warm glow from its engravings. The light seems to pulse gently, as if breathing life into the inanimate object. The needle might start to spin before settling in a direction, not necessarily north, but towards where the “home-like” space is located.
    • Sound: There is a faint, almost imperceptible hum that resonates with the user, a sound like distant wind chimes, suggesting the presence of a comforting place.
    • Touch: The Compass feels slightly warmer in the hand, its brass surface vibrating subtly with a comforting energy, making it seem almost alive.
    • Smell: A scent of home, reminiscent of familiar herbs or the hearth of a cozy cottage might linger around the Compass, triggered by memories of comfort and safety.
    • Taste: There’s no direct taste, but there might be an aftertaste of a favorite meal from home, or a sense of taste associated with the comfort of a familiar place.
    • Extra-Sensory Perceptions:
      • Intuition: A strong, guiding intuition pulls the user in a particular direction, as if the Compass is speaking directly to their soul.
      • Emotional Well-being: A wave of calmness and reassurance washes over the user, diminishing any feelings of loneliness or homesickness.
      • Mystical Connection: A faint sense of alignment with the ley lines or the world’s energy, suggesting that the Compass is in tune with the fabric of the world itself.
    • Positives:
      • Provides emotional comfort in unfamiliar places.
      • Boosts confidence in social situations within the “home-like” space.
      • Facilitates faster recovery and rest, which is crucial for adventurers.
    • Negatives:
      • Might create a dependency on the item for comfort, potentially weakening self-reliance.
      • Could lead to a desire to avoid exploration for the sake of seeking comfort.
  • Observer’s Perspective (Bystanders or foes):
    • Sight: Others might notice the Compass glowing, yet to them, it might appear as a regular compass unless they’re magically sensitive.
    • Sound: The hum might be too faint for most to hear, but those with keen senses or magical attunement might pick up on it, finding it oddly soothing or mysterious.
    • Touch: If someone else touches the Compass while it’s active, they might feel a mild warmth, but the Compass’s magic is attuned to the user.
    • Smell: The scent may not be as strong for observers, but they might catch a whiff of something pleasant or nostalgic when very close.
    • Taste: No noticeable taste for observers.
    • Extra-Sensory Perceptions:
      • Envy or Curiosity: Observers might feel an inexplicable envy or curiosity, drawn to the sense of peace it exudes.
      • Empathy: Sensitive individuals might empathize with the comfort the user feels, possibly leading to a moment of shared tranquility or connection.
    • Positives:
      • Can serve as a beacon of safety or a rallying point for allies.
      • Might intrigue or calm potential threats, turning hostility into curiosity.
    • Negatives:
      • Could inadvertently signal one’s position to enemies or those who would steal the Compass.
      • Might attract the attention of creatures or entities that feed on or are drawn to magical artifacts.

The Wanderer’s Compass, through its activation, changes the sensory and emotional landscape for both the user and those around them, creating an atmosphere conducive to exploration with the assurance of comfort.

Crafting Recipe for the Wanderer’s Compass

  • Materials Needed:
    • Brass: High-quality brass for the body of the compass, chosen for its durability and resonance with magical energies.
    • Fine Sand: From a place considered a crossroads or a place of ancient travel, to imbue the Compass with the essence of journey.
    • Essence of Comfort: A small vial of a substance that evokes comfort, like water from a beloved well, soil from a family garden, or ashes from a hearth.
    • Star Metal: A tiny shard from a fallen star or meteorite to align the compass with celestial navigation.
    • Lodestone: Natural magnetite, to give the compass its directional properties.
    • Engraver’s Ink: Mixed with the sap of a tree known for its healing properties or with the essence of a calming herb.
    • Essence of a Traveler: Something personal from a well-traveled individual, like a lock of hair, a tear, or a drop of blood, to attune the Compass to the spirit of exploration.
  • Tools Required:
    • Engraver’s Tools: For the intricate carvings on the compass.
    • Jeweler’s Loupe: To ensure precision in the crafting process.
    • Solder and Flux: Used to assemble the brass parts of the compass.
    • Alchemical Mortar and Pestle: To grind materials into a fine powder for enchantments.
    • Enchanter’s Focus: A crystal or wand used to channel magical energy into the item.
    • Athame or Ritual Knife: For the ritualistic part of the crafting process.
  • Skill Requirements:
    • Jewelcrafting or Metalworking: To craft the physical compass with precision.
    • Enchantment: At least journeyman level to imbue the item with its magical properties.
    • Alchemy: Knowledgeable enough to create or identify the essence of comfort.
    • Arcana: Understanding of magical symbols and celestial navigation for the engravings.
    • Survival or Navigation: To understand the concept of home and travel, crucial for the Compass’s purpose.
  • Crafting Steps:
    • Preparation of the Essence of Comfort:
      • Gather the substance that represents comfort. This could involve a small ritual or journey to find the right material. Allow it to dry or reduce it into a powder or liquid form.
    • Crafting the Compass Body:
      • Use the brass to form the casing, needle, and dial. Ensure all parts fit together perfectly, soldering them with care.
    • Engraving:
      • With the engraver’s tools, carve landscapes and landmarks into the surface of the brass. These should represent various environments from across Saṃsāra, symbolizing the universal idea of ‘home’.
    • Magical Alignment:
      • Place the lodestone in the center of the compass to provide its natural magnetic properties.
    • Incorporation of Star Metal:
      • Insert a small shard of star metal near the needle, symbolizing the connection to the stars and thus to navigation and guidance.
    • Infusion of the Traveler’s Essence:
      • Mix the personal item from a traveler with the engraver’s ink. This essence will be used in the engravings or placed within the compass.
    • Enchantment Process:
      • Begin by laying out a circle with the fine sand from a crossroads, representing paths to home.
      • Use the Enchanter’s Focus to channel magical energy while reciting or thinking deeply about the concept of home, belonging, and guidance.
      • Apply the essence of comfort to the Compass, either by rubbing it onto the metal or dropping it into a small chamber within the compass designed to hold such substances.
      • With the athame, trace the engravings while focusing on the magical intent, weaving spells of comfort, warmth, and guidance into the Compass.
    • Final Assembly and Activation:
      • Assemble the final parts, ensuring that the needle spins freely. Close the Compass with the last piece of brass.
      • The crafter must then hold the Compass, attune to it personally, and activate it for the first time by focusing on a memory of home or a place they felt truly at peace. This personal connection helps to ‘prime’ the Compass for others.
    • Testing:
      • Take the Compass to a new, unfamiliar place to test if it glows and leads back to a comfortable locale. Adjust enchantments if necessary.

The creation of the Wanderer’s Compass is as much about the intention and personal touch as it is about the materials and craftsmanship, making each Compass potentially unique to its creator’s understanding of home and journey.

Legend of the Traveling Star’s Guide

Once upon an era, in the forgotten tongues of old, there was a wanderer named Elynor of the Seven Winds. Her feet knew no rest, her eyes ever seeking the next horizon, yet she carried within her a deep yearning for the warmth of a hearth and the soft whisper of home.

One night, under the weeping sky of stars, Elynor stumbled upon a celestial fragment, a shard from the heavens that had fallen to the earth. It was said to be from the belt of the Sky Wanderer, a mythical figure known for guiding the souls of the lost.

With her heart as her forge and her breath as her bellows, Elynor crafted from this stardust a compass. But not one of mere iron and direction, but of brass and magic, etched with the landscapes she had traversed. Into this creation, she poured her essence of journey, her tears of longing, and her laughter of discovery.

Legend speaks that when the compass was complete, it did not point north. Instead, it sought out the glow of familiarity and comfort, leading Elynor to places where the weary could rest, where the outcast could find kinship, and where the lost could discover their path.

But the compass was not without its curse. For with every use, Elynor felt the pull of the road lessening, her desire for adventure waning as the comfort it offered grew.

In her twilight years, when the sands of her life were near their end, she realized that her heart had become tethered to the places the compass had shown her, not to the journey itself. And so, with a heavy heart and a mind full of memories, she buried the compass at the crossroads of her final adventure, leaving it for the next wanderer who might need its guidance more than she did.

The Moral of the Story: In the pursuit of comfort and belonging, one must not forget the joy of the journey, lest the path home becomes the cage that binds the soul.

Suggested conversions to other systems:

Call of Cthulhu 7th Edition

Wanderer’s Compass

  • (Artifact)
  • Type: Enchanted Item
  • Rarity: Uncommon
  • Sanity Loss: None for using the compass, but the comfort it provides might make the owner reluctant to face the horrors of the Mythos.
  • Description: A brass compass with intricate engravings, providing comfort and guidance.
  • Use:
  • Activation: The compass glows when in an unfamiliar place, guiding the user to a “home-like” location.
  • Effect: Once found, the character gains:
    • +10% to Persuade and Charm rolls while in the location.
    • Restful Respite: Recovers lost Sanity points at double the normal rate when resting in the comforting area.
    • Inspiration: Once per session, the Keeper may grant a bonus die for an action that feels right or comforting.

Blades in the Dark

Wanderer’s Compass

  • Item Type: Special Item
  • Tier: I
  • Tags: Weird, Comforting
  • Description: A compact brass compass imbued with the essence of belonging.
  • Effect:
    • Action: Attune
    • Result: On a successful attune roll, the compass glows, leading the criminal to a place where they can rest and recover, granting:
      • +2d to Consort when interacting within this “safe” space.
      • Rest: Recover stress at double the rate during downtime in this location.
      • Insight: Once per score, gain a flashback without spending stress, representing the comfort of home giving clarity.

Dungeons & Dragons 5th Edition

Wanderer’s Compass

  • Wondrous item, uncommon (requires attunement)
  • Description: A brass compass with a warm glow, guiding you to a comforting place.
  • Properties:
    • Comfort’s Call: As an action, when in an unfamiliar area, the compass points to a location that feels like home (DM determines). Once there:
      • Restful Respite: You gain twice the normal benefit from a short or long rest.
      • Welcoming Atmosphere: You have advantage on Charisma checks within the area.
      • Inspiring Reflection: Once per day, you may gain inspiration for an action that aligns with the comfort of the location.

Knave

Wanderer’s Compass

  • Item Level: 2
  • Description: A pocket-sized brass compass that resonates with the feeling of home.
  • Attunement:
    • Takes one hour to attune to the compass.
    • Only one creature can be attuned to it at a time.
  • Activation:
    • Action: When in an unfamiliar place, the compass begins to glow, leading to a comforting location.
    • Effect: Upon reaching this place:
      • Rest: Heal twice the normal amount from rest.
      • Charisma: Gain +1 to all Charisma checks while within the space.
      • Inspiration: Once per day, gain a reroll on a failed roll, representing a moment of clarity or comfort.

Fate Core

Wanderer’s Compass

  • Aspect: “Guides You Home”
  • Stunts:
    • Home Seeker: Once per session, you can invoke the Compass to treat any scene as if you have an advantage in social interactions due to the comforting environment it leads you to. This can be used to create or discover an aspect like “Safe Haven” or “Friendly Faces.”
    • Rest and Recover: When you rest in a location found by the Compass, you can clear a mild consequence or recover a stress box as if you had a full night’s rest in just a few minutes.
  • Drawback: The Compass might make you overly reliant on its guidance, potentially causing you to miss out on other adventures or misadventures.

Numenera & Cypher System

Wanderer’s Compass

  • Level: 4
  • Form: Compass
  • Effect:
    • Guiding Light: When in an unfamiliar place, the Compass glows, guiding you to a place of comfort and belonging. This place:
      • Provides an immediate recovery roll at +1 step.
      • Grants +1 to all tasks related to social interactions or persuasion while in the area.
      • Once per day, you can use the Compass to gain a free level of Effort for a task that feels “at home” for your character.
  • Artifact: The Compass has a depletion of 1 in d20, meaning it can occasionally lose its magical properties.

Pathfinder 2nd Edition

Wanderer’s Compass

  • Item Level: 5
  • Type: Magic Item (Compass)
  • Price: 1,000 gold pieces
  • Usage: Held in hand
  • Activate:
    • Comforting Beacon:[Reaction] (divination, mental); Frequency once per day; Effect The Compass glows and points you towards a comforting location. Once arrived:
      • You gain a +2 item bonus to Diplomacy checks in this location.
      • Resting here counts as resting in a sanctuary, providing enhanced recovery: you regain twice the normal Hit Points and reduce the level of your lowest-level drained condition by 1.
  • Traits: Magical, Divination

Savage Worlds Adventure Edition

Wanderer’s Compass

  • Legendary Artifact
  • Stats:
    • Activation: Requires a moment of attunement, focusing on the idea of home.
    • Power:
      • Home Finder: Once per session, the Compass can guide you to a place of rest or safety. At this location:
        • You gain a +2 to Persuasion rolls.
        • You can remove one level of Fatigue or one Wound (not permanent) after resting here for at least an hour.
        • Once per day, gain a Benny for an action that aligns with the theme of comfort or homecoming.
  • Hindrance: Using the Compass might sometimes lead you to places where you feel too comfortable, causing you to linger longer than you should, potentially missing out on other opportunities or dangers.

Shadowrun 6th Edition

Wanderer’s Compass

  • Type: Foci (Anchor)
  • Rating: 3
  • Availability: 10R
  • Cost: 10,000¥
  • Description: A mystical compass that provides comfort and a sense of belonging to its wielder.
  • Game Mechanics:
    • Astral Guidance: When in an area unfamiliar to the user, the Compass can be used once per day to find a place that feels like home or safety. This requires a Conjuring test (Threshold 2).
      • Effect: The place found provides:
        • +2 dice pool bonus to Social tests for the duration of the stay.
        • Double edge recovery during a downtime in this location.
        • The character can resist one negative social effect (like intimidation or demoralization) without rolling.
    • Essence Connection: The Compass can aid in spirit summoning by providing a comforting astral space, granting +1 die to Summoning tests when performed in the designated “home” area.

Starfinder

Wanderer’s Compass

  • Type: Magic Item (Compass)
  • Item Level: 3
  • Price: 4,500 credits
  • Slot: None (Held)
  • Bulk: L
  • Description: A brass compass with intricate engravings that helps explorers find a place of rest and familiarity.
  • Game Mechanics:
    • Comforting Beacon: Once per day, the Compass can be activated with a Mysticism check (DC 15) to find a place that provides:
      • A +1 morale bonus to Diplomacy, Bluff, and Intimidate checks while within the area.
      • Rest in this location counts as a full rest for the purposes of healing and spell recovery, regardless of actual time spent.
      • The wearer can gain a Resolve Point back after resting in the area.

Traveller

Wanderer’s Compass

  • Tech Level: TL4 (with Psionic Elements)
  • Cost: Cr2,500
  • Description: A curious device that seems to blend ancient technology with psionic resonance.
  • Game Mechanics:
    • Activation: The user must attune to the Compass with a Psionics (Telepathy) check (difficulty set by the referee, typically moderate).
    • Effect: Once attuned and activated (once per day):
      • The compass leads to a place where the user can gain:
        • A DM+2 to all Social Interaction skill checks in that location.
        • Double the normal healing during rest in this place.
        • Once per session, the character may regain 1d6 Endurance points when resting in the ‘home’ area.

Warhammer Fantasy Roleplay 4th Edition

Wanderer’s Compass

  • Type: Magical Item
  • Rarity: Rare
  • Description: A relic of old, said to be crafted by one who knew the loneliness of the road.
  • Game Mechanics:
    • Call of the Hearth: Once per day, the bearer can activate the Compass with a successful Channeling (Witchcraft) roll. If successful:
      • The Compass points to a location of rest or sanctuary:
        • +10 bonus to Fellowship tests in this location.
        • Characters recover from fatigue or wounds at double speed when resting here.
        • The bearer gains 1 Fortune Point while within the area.
    • Limitations: The Compass’s magic might draw the attention of spirits or those sensitive to magical auras, potentially leading to encounters with creatures seeking the comfort or power it provides.

Warhammer 40,000 Roleplay (using the Wrath & Glory system)

Wanderer’s Compass

  • Type: Psychic Artefact
  • Description: A relic from the times before the Imperium, resonating with the psychic essence of the warp.
  • Game Mechanics:
    • Warp Whisper: Once per session, the user can engage with the Compass to find a place of safety or familiarity:
      • Requires a Psychic Mastery Test (difficulty set by the GM, usually 3+).
      • Upon success, it provides:
        • A +2 bonus to all social influence tests within the area.
        • Characters rest as if they had access to superior medical facilities.
        • Once per day, the character can regain an expended psychic power or spell by meditating in this space.
    • Perilous: There’s a risk when using the Compass that it might attract warp entities or cause a minor psychic phenomenon. On a failure of the test, roll on the Perils of the Warp table.