One more, a shot at a mixed-purpose Arcanum!
Khyrrsz
A primordial deity from the cold northern wastes, Khyrrsz guards travelers on journeys through the harshest of climates. They are merciless even to supplicants, but reward those who endure.
Domains: winter, battle, shelter
Merge: Frozen Ferocity
You gain Resistance to ice. The first time you enter Crisis in the scene, you gain Immunity to ice and retain this until you are no longer in Crisis.
In addition, you can spend an action to sense the nearest settlement or opportunity for unaided rest within 1 travel day (for example, a natural cave near clean running water). You learn nothing about it other than direction and distance, such as any complications of attempting to rest there (such as existing occupants). You may exclude existing shelters you already know about.
Pulse: Biting Winds
You deal 15 air damage to one enemy. Then, deal 15 ice damage to the same or another enemy. This damage ignores Resistances.
Dismiss: The Longest Journey
Choose air or ice. Deal 20 damage of this type to all enemies you can see. This damage ignores Resistances.
You may choose to accept Khyrrsz’ protection while traveling. If you choose to do so when dismissing, from the next time you begin a journey to the next time you rest in a settlement of any kind, do not make travel rolls as normal. Instead, treat your first travel roll as 7, the second as 6, and so on, down to 1. Once you’ve reached 1, resume making travel rolls as normal.