TEXT: Wanderers v3.5                                                                                                                                                          1
  The Wanderers
  Traveling the lands of Greyhawk…One step at a time
  The long roads that connect the lands of Greyhawk are used by people of all walks of life. Dotted across
  these roads are wayhouses that can be used by travelers as places to rest. They are maintained and
  supervised by those who love to travel and help other travelers.  In the Principality of Ulek, wayhouses
  commonly contain shrines to Fharlanghn.  Unfortunately, the increased Pomarj activities have caused
  many who have been routed from their lands to try to use wayhouses as permanent dwellings. It is up to
  the Wanderers to let people know when they are welcome and when they must move on.
  Organization
  The Wanderers is an organization that extends beyond local political boundaries. It is loosely structured
  and consists of adventurers, merchants and others who travel the lands to help maintain and, if need be,
  defend wayhouses.  Local residents also are known to build a wayhouse with the help of neighbors,
  religious organizations or other like-minded groups.
  Those who wish to help the organization join it as Ramblers, and are recognized by the engraved walking
  staff they carry. The staff has the Wanderers’ sigil and the individual’s personal mark carved near the top
  of it. The Wanderers’ sigil consists of three lines of varying thicknesses that intersect and are marked by a
  circle. When Wanderers encounter each other, they exchange stories and news of the land and carve
  their personal marks on the walking staves of others if they have not done so before. When several
  Wanderers meet at a single location, it is common for them to spend hours sharing as much news and as
  many stories as possible.
  The wayhouses are usually simple structures with a common room and an adjacent stable. In the
  Principality of Ulek, nearly every wayhouse has a shrine dedicated to Fharlanghn. Sometimes, an avid
  follower opens his house to fellow Wanderers by dedicating a few rooms to the cause. A few wayhouses
  have been built on the grounds of hospitals or even as a bridge house. Whether it is a stand-alone
  building or built into a pre-existing home, wayhouses are always close to the road and have the
  Wanderer’s glyph etched on the doorway. Many have qualities that set each wayhouse apart from others,
  such as a beautiful flower field being tended by a local druid, or a statue or tranquil fountain carved by a
  prominent sculptor. The western wall of each wayhouse is reserved for Wanderers to etch personal
  runes. The wall also stands as testimony to whoever’s staff was signed at that location. A logbook also is
  maintained at each of these places so travelers can write about their journeys or read about other
  excursions. By these methods, the doctrines of the organization are spread among members.
  
  Wanderers v3.5                                                                                                                                                          2
  After encountering more than a score of Wanderers during their travels, Ramblers’ walking staves will
  begin to become quite ornate with all the carvings.  At this point, the Wanderer is recognized as a
  Trekker. Only other Wanderers usually recognize this distinction.
  A very well-traveled Trekker will have no room on their staff to add the carvings of other Wanderers they
  meet. At this point, the Rambler is honored as a Journeyman by having an enlarged version of his or her
  mark carved in the western wall of the current wayhouse. All the carvings on the Journeyman’s staff are
  touched up with a dark color paint to make them stand out much more boldly. Such a Wanderer has the
  highest respect from the other members.
  If a Trekker or Journeyman has to use a new staff due to theft or destruction of the original, his or her
  reputation is evident through the marks on the walking staves of other Wanderers. It is not uncommon for
  a missing or stolen staff to be retrieved by another Wanderer and promptly returned.
  The duties of the Wanderers entail many aspects of traveling and include the following:
  • 
  Giving aid to travelers in the way of food, shelter and clothing.
  • 
  Building, maintaining, protecting and supervising wayhouses.
  • 
  Delivering news and items of a very small and personal nature across the land.
  • 
  Notifying the Waywatchers or the government of any bandit activity or natural hazards that may
  hinder traveling.
  • 
  Providing assistance to foreigners in the land, such as providing cultural awareness forums and
  serving as inexpensive tour guides.
  • 
  Raising awareness of the locals about the importance of travelers and locally recognized deities
  of travel.
  • 
  Guard the location of Fharlanghn’s hidden respite, if known.
  The first day of spring is important for the Wanderers since it usually means the winter snow has cleared
  and the way has been paved for travel. Uninhabited bear caves are a sign of good luck because they
  provide shelter during travel and indicate that the weather is fair enough for wandering.
  History
  Not long after the roads were built, it became apparent that help was needed for those who journeyed the
  land. People came out to help travelers in very different ways. In the Principality of Ulek, the task was
  taken up mostly by the clergy of Fharlanghn and wandering bards. Through the wayhouse collaboration,
  bards were given a forum to spread news and information and Fharlanghn’s faithful received an
  opportunity to place shrines.
  The Wanderers make it a point to not make enemies of people. For example, a new wayhouse is not built
  within five miles of an existing inn or tavern. Should an inn or tavern be established near a wayhouse, the
  wayhouse is closed down and the building used as a home or a business. In some cases, the inn or
  tavern may be established in the wayhouse building itself. The only stipulation is that the logbook and the
  western wall are made accessible. The information is made available for historical purposes only; no new
  entries or markings are allowed to be made at that location. In one rare example, the whole western wall
  of a wayhouse was transplanted to the Journey’s End tavern on the outskirts of the village of Stony
  Brook.
  The one group with whom the Wanderers do not maintain peaceful relations are the bandits that hope to
  become rich by robbing travelers. 
  The military has mixed views of the Wanderers. The administration appreciates the help of the
  organization in keeping the roads clear. Since a large number of enlisted members of the Mine Rangers
  are used to protecting the forests and the mines, they understand the benefits of the Wanderers. The
  Royal Army looks at the organization as useful for information or providing aid to soldiers separated from
  
  Wanderers v3.5                                                                                                                                                          3
  their units. At the same time, some members of the military see the organization as a way for deserters to
  escape, as well as an alternative to the armed forces for those who have wanderlust.
  It is rumored that bad things happen to people who try to pass themselves as false members of the
  Wanderers. The deities that uphold the travel pantheon are said to smile upon the Wanderers and watch
  over them.
  Notable Members
  Since the members of the Wanderers are mostly nomadic, there are very few Journeymen who stay for
  extended periods of time in one region.
  Alton ‘Surefoot’ Sedgewick – Male human, Journeyman and bard. Although he is missing his foot and a
  third of his shin on his right leg, Alton is able to travel without any problems with his ornately carved
  crutch. Like many Wanderers, he has his own theory as to whether the Wanderers were initially started by
  an ecclesiastical organization, a bardic college or some other group.
  Enioc Crestwagon – Male human, Journeyman and priest of Fharlanghn. He is said to be responsible
  for keeping the government from imposing tolls on the roads by providing ingenious methods for the local
  government to raise money, such as the adventuring/mercenary tax.
  Gorim Stonehelm – Male dwarf, Trekker and former Mine Ranger Lieutenant. Gorim received an
  honorable discharge from the Mine Rangers because of an acute case of claustrophobia that resulted
  from a harrowing cave-in experience. He now prefers the wide open spaces of overland travel and uses
  his military skills to help keep the roads safe from bandits.
  Larinid – Female human, former Journeyman. Those who attended her retirement party in CY 582 to this
  day still love to talk about this spectacular event for it was one of the largest parting ceremonies ever
  held. After thanking her friends and acquaintances, she then announced she was departing this plane of
  existence and disappeared in a golden flash.
  Pilsner Cragsmith – Male dwarf, Trekker and Merchant. He has been quite successful in using his
  business contacts with other merchants and spellcasters to make a living by distributing items to less-
  traveled areas. 
  Requirements 
  Each tier’s requirements are built upon those of the ranks below, and costs are cumulative.  Thus a
  character who joins as a Trekker will need to meet all the requirements for both Trekker and Rambler.
  But when a Trekker rises to Journeyman status mid-year, he need pay only the additional costs of the
  Journeyman (because he has already paid for all Trekker benefits that year).  Annual costs must be paid
  for all qualifying ranks on the first AR of the new year.  Initial costs are paid only once.  If at any time you
  fail to meet the requirements of your rank (through level loss or another tragedy) your rank will be
  reduced to the highest rank for which you qualify.
  General
  • 
  Must satisfy at least two of the following requirements. Trekkers need to satisfy three and
  Journeyman need to satisfy four of the following requirements:
  • 
  Be a citizen of the Principality of Ulek. (Must have had Principality of Ulek as home region for the
  past 52 Time Units. Characters created within the last year whose home region is the Principality
  of Ulek also qualifies.)
  • 
  4 ranks in Survival skill and 4 ranks in Knowledge (Geography) skill
  • 
  Have access to the Travel domain
  • 
  4 ranks in Knowledge (Local: Sheldomar Valley) skill
  
  Wanderers v3.5                                                                                                                                                          4
  • 
  Endurance Feat
  • 
  Self-Sufficient Feat
  • 
  Skill Focus (Survival) Feat
  • 
  Know 3 languages besides common, native racial tongue or Druidic
  • 
  4 ranks in Craft (Carpentry) 4 skill
  • 
  4 ranks in Craft (Stonemasonry) skill
  Ramblers
  • 
  Must meet all general requirements of Wanderers.
  • 
  Must spend 2 initial TUs to reflect a new member’s initial training and orientation.  
  • 
  Must spend 2 TUs per year supervising wayhouses. 
  • 
  Must donate an annual contribution of 10 gold forges for the maintenance of wayhouses and other
  forms of travel aid.
  Trekkers
  • 
  Must continue to meet all requirements of Ramblers.  
  • 
  Must have traveled as a Rambler to at least 5 different regions as indicated by the regional shield
  located at the top of the scenario's AR. Core modules having differing regional shields on the AR
  count as different regions. 
  • 
  Must have been a Rambler for at least 6 months (real time).  
  • 
  Must spend 2 initial TUs for the Trekker initiation and gathering.  
  • 
  Must continue to spend time each year supervising wayhouses and foreign travel.
  • 
  Must donate an additional annual contribution of 15 gold forges for the maintenance of wayhouses
  and other forms of travel aid beyond that required of Ramblers. (total = 25 gp annually)
  • 
  8 ranks in Survival skill or 8 ranks in Knowledge (Geography) skill. 
  • 
  Cannot be a member of an organization or join any organization that has initial and yearly time
  requirements to a specific location or organization that add up in excess of 12 TUs. For example, a
  Trekker cannot be a member of the Royal Army or the Mine Rangers. The requirement is fulfilled by
  comparing each organization the character is a member and not the total of all the other
  organizations.
  Journeymen
  • 
  Must continue to meet all requirements of Trekkers. 
  • 
  Must have traveled as a Rambler or a Trekker to at least 10 different regions as indicated by the
  regional shield located at the top of the scenario's AR. Core modules having differing regional shields
  on the AR count as different regions.
  • 
  Must have been a member of the Wanderers for at least 12 months (real time). 
  • 
  Must spend 1 initial TU for the Journeyman initiation and gathering. 
  • 
  Must continue to spend time each year supervising wayhouses and foreign travel.
  • 
  Must donate an additional annual contribution of 75 gold forges for the maintenance of wayhouses
  and other forms of travel aid beyond that required of Trekkers. (total 100 gp annually) 
  • 
  12 ranks in Survival skill or 12 ranks in Knowledge (Geography) skill.  
  • 
  Cannot be a member of an organization or join any organization that has initial and yearly time
  requirements to a specific location or organization that add up in excess of 8 TUs. For example, a
  Journeyman cannot be a member of the Royal Army or the Mine Rangers. The requirement is fulfilled
  by comparing each organization the character is a member and not the total of all the other
  organizations.
  Benefits
  Rambler
  • 
  A 50% discount on Standard lifestyle in a region supported by the Wanderers, meaning the
  Principality of Ulek.  
  • 
  A +4 competence bonus to “living off the wild” (Survival) in regions supported by the Wanderers. Half
  
  Wanderers v3.5                                                                                                                                                          5
  of this bonus (+2) can be applied when adventuring in a region not supported by the Wanderers,
  meaning outside of the Principality of Ulek. 
  • 
  A +2 competence bonus to all Diplomacy skill checks when dealing with other Wanderers when
  clearly holding your engraved Wanderer’s staff. Half of this bonus (+1) can be applied when dealing
  with non-evil rangers or clerics that worship a deity that offers the Travel domain who are not
  Wanderers.
  • 
  Access to purchase the following magic item: 
  Potion of Fly (DMG)
  • 
  Access to purchase the following mundane items: 
  Scentbreaker (T&B)
  Expandable Pole (S&S)
  Mess Kit (A&E)
  • 
  Access to the following spells at the cost of 50 gold forges per spell representing resources used to
  locate a Wanderer willing to teach them:  
  Unfailing Endurance (DoF)
  Fire Eyes (MotW)
  • 
  A member is allowed to replace any of the following items during the adventure at a wayhouse or at
  the end of the adventure free of charge provided you are in a region supported by the Wanderers.
  Each item can be replaced at most one time per adventure. These items have a monetary value of 0
  for resale purposes.  
  Backpack
  Mirror, small steel
  Bedroll 
  Pot, steel
  Blanket, winter
  Sewing needle
  Dagger
  Signal whistle
  Expandable Pole
  Soap (1 pound)
  Flint and Steel
  Staff or Club, Wanderers
  Handaxe
  Tent
  Jug, clay
  Waterskin
  Mess Kit 
  Trekkers
  • 
  All benefits of Ramblers.
  • 
  An additional +1 (total +3) competence bonus to all Diplomacy skill checks when dealing with other
  Wanderers when clearly holding your engraved Wanderer’s staff. Half of this bonus (+1) can be
  applied when dealing with non-evil rangers or clerics that worships a deity that offers the travel
  domain who are not Wanderers. 
  • 
  A +2 competence bonus to all knowledge (Geography) skill checks.  
  • 
  Access to the following feat:  
  Multicultural (S&S)
  • 
  Access to purchase the following magic items:   
  Boots of Striding and Springing (DMG)
  Immovable Rod (DMG)
  Robe of Useful Items (DMG)
  • 
  Access to the following spells at the cost of 50 gp per spell representing resources used to locate a
  Wanderer willing to teach them:  
  Dawn (MotW)
  Daze Animal (MotW)
  • 
  Access to the following prestige class:
  Horizon Walker (DMG)
  Journeymen
  • 
  All benefits of Trekkers. 
  • 
  An additional +1 (total +4) competence bonus to all Diplomacy skill checks when dealing with other
  Wanderers when clearly holding your engraved Wanderer’s staff. Half of this bonus (+2) can be
  applied when dealing with non-evil rangers or clerics that worship a deity that offers the travel domain
  
  Wanderers v3.5                                                                                                                                                          6
  who are not Wanderers. 
  • 
  An additional +2 (total +4) competence bonus to all Knowledge (Geography) skill checks.  
  • 
  Access to the following magic items:  
  Arcane Scroll of Find the Path (DMG)
  Divine Scroll of Find the Path (DMG)
  Heward’s Handy Haversack (DMG)
  • 
  Access to the following magic item enhancement: 
  Glamered (DMG)
  Leaving the Wanderers
  Sometimes the rigors of daily life require a Wanderer to set aside his walking staff in order to perform
  tasks that are ill suited for traveling. A member may leave the Wanderers voluntarily at any time. Due to
  wanderlust, most find it difficult to completely stop traveling and leave the organization, but instead opt to
  remain doing what can be done. If a Trekker or Journeyman decides to leave the Wanderers, a parting
  ceremony is often performed in which at least three people who signed his walking staff attend. It is not
  uncommon to have many more Wanderers in attendance of such an event. A Rambler may have the
  parting ceremony performed at any wayhouse with at least one Wanderer present who hasn’t engraved
  that person’s walking staff. These ceremonies are not required to be carried out, but many find it as
  another reason to meet other members and a way to say their farewells to the retired Wanderer. An open
  invitation is given to the member to rejoin the Wanderers if desired by paying the initial and yearly
  requirements again.
  It is uncommon for a Wanderer to choose to reduce their level of participation in the organization. Should
  one wish to do so, it can be done by choosing a new Wanderer symbol and paying the reduced level’s
  initiation and yearly costs.
  Credits:
  Author:
   
  Scott Marcellus
  Additional Design and Editing:
  PoU Metagaming Committee
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Ulek/Wanderers v3-5.pdf