Navigator
Travel between spheres is perilous, random and uncertain, unless on either is or is in the company of a navigator. These people allow themselves and others to brave the Mist with the aid of their magic, at the same time protecting those who travel from the dangers of the Mist.
The exact workings of a navigator depends on where from they draw their powers. Wizards use their connection to the Mist itself, focusing their arcane powers into creating a pathway between too specific sphere. This pathway can connect somewhat randomly, though in places that desire a lot of traffic one might find a mist beacon, which allows for more precise arrival.
Warlocks force a similar passageway through the Mist by their own willpower and they are perhaps the riskiest navigators to depend on for that reason. Their ability to arrive at a given destination depends on their focus and memory. A skilled warlock will get you to where you need to go. A unskilled one will get you to a green hill they vaguely remember from a book they once read.
Druids rely upon following the same pathways that naturally form when a new sphere is born, reopening them briefly for their own migration. These pathways are very reliable, but they are set by the spheres themselves. A druid cannot determine where they go, they can only reopen them briefly.
Shamans ask for help from spirits to protect them on the journey. Such spirits, however, can only take the shaman and whomever is with them to places that has some sort of relevance. A spirit of the woods will not be able to take the shame to an open steppe.
Finally, clerics rely upon the grace of their chosen deity to aid them. It is very reliable when it works. But divine politics can play a heavy part in whether said deity is even allowed to grant passage.
Career
Qualifications
The necessary qualifications depends very much on the magic used. Wizards and warlocks must receive a high level of training in order to safely take anyone anywhere. Clerics and shamans, on the other hand, require the favour of their patron, so even relatively inexperienced members can serve in the role. Druids fall roughly in the middle of the two.
Payment & Reimbursement
Navigators are normally paid on a per trip basis, though some nations employ their own navigators full-time. In any case, they are usually paid well for their talents.
Other Benefits
Navigators are highly regarded, especially in any place where transport to other spheres is a regular part of daily life. Some trade cities even sport navigator unions, who command a great deal of influence.
Perception
Purpose
Navigators are the safest and most reliable way to transport people and goods to other spheres. They ensure that their passengers and cargo arrive in a timely manner and makes the risk of Mist exposure almost nonexistant.
Social Status
While usually highly regarded, in some areas navigators use their strangehold on trade and travel in order to squeeze money out of people. This usually result in them being seen as little better than pirates.
Demographics
Heavily dependent on how much of the local population is magicians of any sort.
Operations
Provided Services
Transportation
Dangers & Hazards
Given how much the interact with the Mist, just about all navigators develop at least some minor mutation if they're in the career long enough. Navigators who mess up also risk landing in the wrong sphere or vanishing completely.
Alternative Names
Wayfinder, Mistskippers, Mistwalkers, Gators, Navies, Runners
Type
Transportation
Demand
They are a staple all around, though less so in areas with little regular contact.
Legality
While only the most isolationist nation would prohibit navigators, some places do require licensing to operate as a way to control what arrives.
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