You are the pathfinder on a way to safety and hope from a land that has lost all freedom. Sometimes you are a chirurgeon's knife, infiltrating diseased territory to lead someone in need from Riedra to Adar. Other times you are the watchman's eyes, observing to discern truth and useful knowledge about the enemy. And when need be, you are the merciful arm of death that removes those who cannot be saved.
Trust is vital to you and your team members, and to those who direct you. Misplaced faith is death or worse. Without one another, Summit Road guides can't survive— each provides essential skills. Your team is only as strong as its weakest member, and when failing can cost you your mind, nobody wants to be the chink in the group's armor.
You do much of your work incognito. Whether you're actually masked or disguised depends on the work and the timing, but letting someone see your face who doesn't need to do so is a mistake. Many persons you aid never learn your name or what you look like.
When you joined the Summit Road, you did it because you thought it was right or because you had nowhere else to go. Regardless of your initial motivations, the risks you take in infiltrating Riedran territory or the Syrk frontier aren't part of some romantic fantasy. Worst of all, people back home in Adar might respect what you do, but they're always wondering if the person who comes home is really you.
Still, you are a hero. You can see it in the eyes of the Riedran defector you smuggle through Zi'til'natek and into central Adar. He has seen horrors, you know, and now he'll have a hard life, but he'll be free. Sure, the monks will watch him, but he'll marry a plump valley woman and raise his children to be whatever they want to be. And he won't have to serve beings he has come to know as evil and alien. You created that life for him, and, the Light willing, you'll survive long enough to do it for many others.
One day, the Inspired will kill you if you're lucky, or capture you if you're not. Between now and then is the time to make them pay and take from them what they never deserved to own. Maybe you'll live to see the Inspired fall. Until then, your homage to the Path of Light is walking the Summit Road.
Combat: You evade enemies until you must engage, using three "weapons" taught to every Summit Road guide: information, stealth, and speed. First off, know your enemy and your path as well as you can before you set out. "Prepare for the worst, but travel light" is a maxim for those on the Summit Road. Stealth means going only where you have to, and doing so unnoticed. Speak with whom you must, but reveal only that which must be told. Speed means getting whatever you came for and getting out. If you must engage an enemy, kill quickly, letting that be a form of mercy to those doing their duty for the Inspired. If you want to send a message with your violence, send it directly to the Chosen or the Inspired—the soldiers and common folk of Riedra are slaves, and they don't deserve further pain.
Advancement: The Summit Road recruited you because you showed the ability to do what needs to be done. You exemplify some combination of stealth, fighting prowess, and resistance to mind control. You also showed a willingness to do thankless work in nerve-rattling conditions.
New recruits face intense scrutiny and dangerous missions. Green guides are given information and shelter as needed and no more. As you show dependability and good performance, along with a willingness to undergo regular and rigorous testing to guard against mind seed and other sorts of infiltration, you can be inducted further into the Road's internal structure, and you become privy to more sensitive information.
Rank isn't formal on the Summit Road—respect must be earned and kept through merit. If leadership is for you, the current leaders, called trailblazers, must make sure you're not an infiltrator. Once you do get in, you can assign teams to special operations and oversee information-gathering. Staying in the field is always an option, but doing so means never being truly on the inside.
Missions: Working the Summit Road is hard but simple. You get missions from trailblazers and you perform them.
A Summit Road guide might be asked to do any number of tasks. Helping a dissident cross into Adar is usual, but guides might be assigned to take out a group of monsters that have moved into one of the organization's secret passages through or under Adar's mountains. Scouting enemy positions and removing obstacles for another team's mission, or even providing a distraction, can be part of a guide's duties.
Sometimes a Summit Road guide is taken prisoner. Other guides are dispatched to help the prisoner escape or, if they must, end the unfortunate's life.
Responsibilities: The Summit Road expects you to devote your time to the organization's needs, taking missions whenever they are available. You can engage in other activities as long as they don't endanger the Road, and finding and planning your own missions is looked upon favorably when such undertakings prove successful and meaningful. However, long absences raise suspicions, especially when they're not prearranged. Such a hiatus can lose a member some standing and might require her to undergo interrogation and a fresh mind probe