Faraway Traveller: a worldbuilding idea
May. 22nd, 2026 06:16 pmA setting premise inspired by books and blogs I have recently read:
In this world, people travel without the certainty that they'll arrive in their destination. It's easy to unknowingly go through the rifts between our reality and other worlds. Beware of fog, bridges and doors that appear suspiciously new. Rituals, customs and charms are developed to secure safe travel. People watch the sky to ensure that the sun, the moon and the stars are alight during their travel. Eclipse is a disaster as the supernatural roam freely in the land.
Some people dedicate themselves to navigate the unknown. The risk is great, but the potential reward is huge: magic items, creatures that thought to be mythical, knowledge beyond imagination.. Siilarly minded people group together to develop theory and practicalities to travel. The dreamers project themselves into the dreamland. The gmers play games that pass from the old to go to the the fey realm. The faithful throw themselves to saints and deities for blessings.
The astral sea is the realm of collective unconsciousness. Some powerful psychics's imprints re so strong that they trap unsuspecting travellers. They can only get free if they resolve their unfinished business. Powerful kingdoms compete to build ships to navigate the sea.
In this world, people travel without the certainty that they'll arrive in their destination. It's easy to unknowingly go through the rifts between our reality and other worlds. Beware of fog, bridges and doors that appear suspiciously new. Rituals, customs and charms are developed to secure safe travel. People watch the sky to ensure that the sun, the moon and the stars are alight during their travel. Eclipse is a disaster as the supernatural roam freely in the land.
Some people dedicate themselves to navigate the unknown. The risk is great, but the potential reward is huge: magic items, creatures that thought to be mythical, knowledge beyond imagination.. Siilarly minded people group together to develop theory and practicalities to travel. The dreamers project themselves into the dreamland. The gmers play games that pass from the old to go to the the fey realm. The faithful throw themselves to saints and deities for blessings.
The astral sea is the realm of collective unconsciousness. Some powerful psychics's imprints re so strong that they trap unsuspecting travellers. They can only get free if they resolve their unfinished business. Powerful kingdoms compete to build ships to navigate the sea.