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"Well I am a gnome you see and we are a very curious lot. We must seek out new experiences or face the dreaded bleaching. We do anything to avoid that. So I wander and look to see what over the next ridge what in that midden pile or covered by that interesting pile of plants. There are so many interesting thing in Golarion I must check out each and every one." ~Diella (a Wilderness Wanderer at heart, but not in reality)
Alignment: NG
Acceptable Alignments: LG, NG, CG, LN, TN
Home Settlement: TBD
Affiliated Settlements:* Brighthaven, Keeper's Pass, Ozem's Vigil, Phaeros, Tavernhold, more to come...
Affiliated Deities: Erastil, Desna, Gozreh, Pharasma
Who We Are
We are a collection of travelers, wanderers and explorers who appreciate companionship as much as we do solitude. We travel to meet new people, discover new resources, or simply to see what is over the next hill. Our purpose is simple: to be of service to ourselves, our fellow company members, and the other fellows of the River Kingdoms that we meet on the road. While our community may be a diffuse one, we place high value in its integrity as well as in the integrity of any other communities we may belong to.
Code of Conduct
All members of the Wilderness Wanderers are expected to abide by the following Code of Conduct.
Roles
Any! Only a willingness to explore is required. We especially encourage any individuals that favor a bit of gathering and wandering with their weapons or a touch of weapons with their gathering and wandering. Rangers are, perhaps, the most compatible with our organization, but all roles are welcome.
Required Skills
Basic proficiency (level 3) in Stealth, Perception, Survival and any one Knowledge is required.
Recommended Skills
Basic proficiency in any or all gathering skills is wise.
Advanced proficiency in any one or more gathering skill is highly desirable.
Advanced proficiency in any one or more of the Required Skills is also highly desirable.
Area of Operation
All the lands Pharasma permits us to enter, but especially new, uncharted lands at the edge of the map.
Services
Guides, Escorts, Information, Exploration, Tracking, Scouting, Delivery
Free Agency
Company members are free agents for the purposes of negotiating fees for their services and who they decide to work with.
What The Wilderness Wanderers can do for You!
Training. Whether it is player or environment that threatens you, I, Gale Windswept, will personally train you in the basics of how to handle different combat situations. If you work for The Wilderness Wanderers, you will not go into the wilds unprepared! That I can promise you.
Companionship. The Wilderness Wanderers is not a faceless company. It is a faces company. You will find warm and inviting companions here- not just for the trail to the lowlands, but for the Trail of Life as well!
Purpose. The River Kingdoms are wide open for the exploring! But why are you exploring them? We will help you give purpose to your passion.
PvP
We will defend ourselves if attacked.
We will defend our wards from bandits.
We will defend other travelers on the road.
We will defend our home settlement and its holdings from foreign aggression and bandits.
PvE
We will help manage escalations in the region of our home settlement or abroad.
We will defend our wards from the local inhabitants.
We will defend other travelers on the road.
*Affiliated Settlements are settlements which welcome members of the Wilderness Wanderers as citizens. A local branch of WW will be set up at that settlement and allied with the settlement when a member requests such. More settlements to be added in the future.
"[I] would be a rangerish/paladin type who wanders the world killing bad things here and there and randomly helping people as he goes. Archery, sword, healing, and stealth, with a few harvesting skills to trade or sell goods for the coin he might need." ~ EoX Hobs (a Wilderness Wanderer at heart, but not in reality)

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I have been quoted in print without my permission...or a hefty payment. Where's my lawyer?!?
Seriously, being a wandering harvester and helpful traveler in most games, I certainly see the appeal of such a group and had said as much to Gale (thus the quote). A network of like-minded players, loose in hierarchical structure but strong in theme and friendship, especially able to exist in the context of such a competitive game, should be a very interesting and entertaining experiment.
Perhaps the most difficult challenge yet to be faced by this budding band is the TBD home settlement. In a game where training to any decent level is tied to player-run settlement membership, having a roving band associated with so many other "affiliated settlements" might be a tricky political dance.
Given their growing neutrality in all things political, Thod's Emerald Lodge might be worth considering.