Rare resources are split into two groups: Regular and Rich.
Either group spawns a limited amount of a resource, start with 0 of its resource, and when the full amount has spawned and the resource is picked clean it will despawn and spawn elsewhere in the world at random.
Regular spawns have a somewhat reduced yield to current resources more suited to their despawning/spawning mechanic. Rich spawns will have a much higher yield but also take much longer to create each resource, finding one will be nigh impossible to the untrained (require incredible stat check to be passed for one to "spawn" naturally making alt spamming useless lets say 1000+ base stat). The cartographer credo will aid in finding and locating regular AND rich spawns.
In the "local area" (read as: some arbitrary amount of grids considered "nearby") regular resource spawns will alert players through an experience quest that hints to them that there is a rare resource around. It's the players option to pursue, find, and fight if they want over that resource.
The new credo would be the the Cartographer. Cartographer would rely on having Strider and Scholar which make the most thematic sense, someone well suited to traversing land but also trained in the scholarly ways to make accurate maps.
The cartographer would allow you to sketch maps with various degrees of accuracy about a wide range of subjects: rare resources, curios, wildlife, and the presence of hearthling activity. This could be a circle on the map, an outline, a red heatmap like bubble etc. This indicator allows you to mobilize to the area and investigate further to pinpoint the particular thing you're looking for. You could create maps for close or distant places and choose what type of thing to focus on. More desirable and further away things would take more stats lets say (int*per*exp)^(1/3) to pinpoint with increasing accuracy. Having past experience in the grid you're mapping (aka you've explored it by foot) gives you additional accuracy when mapping it in the future.
Low stats makes the indicator larger and thus the possible area to search bigger and more cumbersome to investigate. Cartographer maps would also give increasingly detailed information about grids they map depending on the cartographers stats, to the point you could figure out if rare resources or even hearthling activity is present in the vicinity. This could be just a text hint like: "Your knowledge of the surrounding area and the terrain combined with your high perception and intelligence indicates hearthlings have been active in this area" or the map itself can show structures as if you'd traveled through by foot. Or some mix of the two.
The Cartographer

- - Requires Strider, Scholar
- Perception +5, Intelligence +5, Exploration +10, Survival +10
- Allows the creation of cartographer maps
- Curios, rare resources, and wild life receive a +15%, +10%, and +5% bonus to their respective qualities if they are both mapped and harvested/killed by the cartographer that mapped them.
- The Cartographer is well versed in the hearth and informed by the rigorous demands of his profession: Rich resource spawns can be spotted with no stat check, and are readily located through continuous efforts to map the hearth.
Cartographer maps will be a special type of map only created by Cartographers and only usable by Scholars, Striders, or Cartographers. They can be different fixed sizes lets say 1x1 grid, 10x10 grid, 100x100 etc. This makes researching rare resource spots for example possible without needing exactly X stat or Y stat to begin trying to find one. The lower your stats in comparison to the difficulty of the type of find you want to map, the larger an area you will have to look at.
How it might look when looking at a "local" area, and you have very high stats compared to your target finds difficulty check:

Rare/rich resource spawns and exceedingly rare or desirable things such as mammoths may not have any "bubble indicator," atleast at first since that would require spanning many grids or even a super grid without adequate stats. Instead if the indicator would be too big for a singular map you would simply get a text hint that "Having mapped the area you see the potential for something greater with more diligent effort." That would be a hot/cold kind of hint. Eventually mapping enough grids close enough to the thing itself will grant the bubble. Mapping on a 1x1 map with a resource indicator that spans 100x100 for example will just look like this:

By using a more appropriate map dimension you might be able to see the borders which can then help you localize your efforts to a certain area.
A bigger map type with not everything explored:

The way I imagine this could work on the backend is like taking a snapshot of the area as if they explored it on foot at that moment but without having done so, whatever curios/wildlife/resources are on that map at the time the cartographer makes a map of it is what will be used for any indicators.
For very large areas a work bench/atlas/special tools could be something that is required as well, quality makes passing checks easier/maps more accurate etc. And mapping exceedingly large areas may take longer (progress bar on bench taking minutes/hours/days)- also implements a bottleneck to how much you can map at a time for server resource purposes.