Difference between revisions of "Traveling"

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{{TG Navbox}}<blockquote>''"Why do you think we are called Travelers? Some people believe it is because we can travel from one place to another quickly, but not all Territories are suited for such transport. So why are we all Travelers? [...] Because we must Travel through our own Territories. It is the only way for us to grow."''
''A Territory is the severed limb of a dead world... A healthy world dies, fades, floats away. It dissolves into pieces, most of which also wane away. But some small pieces—a tower, a forest, a house—hold tight. They drift across an infinite void until they tack themselves to a healthy world, a world such as ours, like ticks on the back of a dog.''
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''— ''Grandmaster Naraka<ref>''House of Blades'', chapter 7, "Sharp Lessons."</ref></blockquote>'''Traveling''' is the magic system of [[Amalgam]]. It allows its practitioners to collect and draw power from Territories.<ref>https://abidanarchive.com/events/1/#e851</ref> People who use power from one or more Territories in this way are called '''Travelers.'''
<blockquote>''— [[Valin]]''</blockquote>:
 
<nowiki> </nowiki>A '''Territory''' is a fragment of dead world that, while retaining a sense of identity, floated through the endless void until coming into contact with Amalgam.
 
  
Once the fragment comes into contact with the universe of Amalgam it becomes able to be bound by the will of a Founder. Once bound by a Founder the Territory stabilizes; however, a territory is still weak and withered with little to no power at this point. A Territory must be supplied with more inhabitants from Amalgam in order to stabilize; if the Founder leaves the Territory for to long before this has happened, then the Territory could fade and return to the void.
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=Mechanics=
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<blockquote>"''A Territory is the severed limb of a dead world... A healthy world dies, fades, floats away. It dissolves into pieces, most of which also wane away. But some small pieces—a tower, a forest, a house—hold tight. They drift across an infinite void until they tack themselves to a healthy world, a world such as ours, like ticks on the back of a dog."''
  
This necessity has led to a symbiotic relationship between humans and Territories, to which they are bound. The humans provide an anchor for the Territory to Amalgam, and in return, the Territory provide humans with supernatural power.
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— [[Valin]]<ref>https://www.willwight.com/a-blog-of-dubious-intent/50-reviews-time-for-valinhall</ref></blockquote>A Territory is the source of a Travelers power. In order to become a Traveler, one must enter a Territory through a Gate and earn some kind of artifact, power, or ally within that Territory, and then return. For most Territories, it is impossible to do this accidentally or unaware, but Elysia is an exception.<ref>''The Crimson Vault,'' chapter 13, "Nine Doors."</ref>
  
Those who acquire these powers from the Territories are known as Travelers. Travelers, once attuned to a Territory, are able to summon mystical powers from their Territory. These powers vary and range from huge ice Giants to illogically large swords.
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The exact nature of a Travelers power is dependent on the Territory they draw from and what they have earned from it. However, all Travelers can summon something from their Territory, such as a beast, a weapon, or an element, to aid them. The exception is [[Valinhall]], which focuses almost exclusively on summoning powers to yourself.<ref>''House of Blades,'' Chapter 9, "Deals and Darkness."</ref> They are also all capable of summoning Gates to their Territory. Many Territories can be used to travel through the world quickly, but not all of them are suited for this.
  
There are currently 11 known territories that people can travel to in the world of the Traveler's Gate.They are not only called Travelers because they can travel into these territories, but because entering a Territory through point A and leaving a short distance away through point B can move hundreds of miles across Asylum.
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The Territories give incredible power, but there is a cost. When a Traveler loses control over their powers, they become an Incarnation.<ref name=":0">''The Crimson Vault'', chapter 9, "The Incarnation of Valinhall."</ref> Incarnations, while much more powerful than any regular Traveler, are bent towards the will of their Territory. Though they are likened to natural disasters, and often cause a large amount of death, not all Incarnations are violent without prompting.<ref>''City of Light'', chapter 2, "Arrivals and Departures."</ref> There can only be one Incarnation of a Territory at a time, and attempts to become one while an Incarnation already exists will result in death or worse.<ref name=":0" />
  
Each Territory also provides some embodiment of a specific personality trait or purpose within the world of Traveler's Gate. Typically these traits are expressed via various trials that must be passed by each Traveler within their specific Territory to earn the right to utilize a specific power or item from within their Territory.
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= Territories =
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Before they became the Territories, they were the broken fragments of dead worlds which ended up attached to the Iteration of Amalgam.<ref>https://abidanarchive.com/events/4/#e129</ref> Because [[The Way and The Worlds|the Way]] between the Territories and Amalgam is thin, they often bleed together, which typically manifests in the form of natural Gates not opened by any Traveler.<ref name=":1">https://abidanarchive.com/events/1/#e917</ref> Ordinarily, when worlds bleed into each other like this, the bleeding gets faster and faster until they collide. However, Amalgam has uniquely formed a stable relationship with these fragments, which means that they are free to grow without risking the Iteration.<ref name=":1" />
  
== List of (Known) Territories ==
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When a Territory is young, it requires a Founder, which is the person whose will shapes the Territory to the highest degree.<ref name=":2">https://abidanarchive.com/events/1/#e918</ref> In time, a Territory will grow more stable and no longer require a Founder. Valinhall is the only known Territory which still needs one.<ref name=":2" /> The Avernus Incarnation believed that a Founder could not become an Incarnation<ref>''City of Light'', chapter 18, "A Conversation in Avernus."</ref>, but this was proven wrong by [[Valin]], the Founder of [[Valinhall]], becoming its Incarnation.
* [[Asphodel]], the Gardens of Mist
 
* [[Avernus]], the Feathered Plains
 
  
* [[Endross]], the Lightning Wastes
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==List of Known Territories==
* [[Helgard]], the Tower of Winter
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* [[Lirial]], the Crystal Fields
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*[[Asphodel]], the Gardens of Mist
* [[Naraka]], the Cavern of Flame
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*[[Avernus]], the Feathered Plains
* [[Ornheim]], the Maelstrom of Stone
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* [[Tartarus]], the Steel Labyrinth
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*[[Endross]], the Lightning Wastes
* [[Elysia]], the City of Light
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*[[Helgard]], the Tower of Winter
* [[Ragnarus]], the Crimson Vault
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*[[Lirial]], the Crystal Fields
* [[Valinhall]], the House of Blades
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*[[Naraka]], the Cavern of Flame
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*[[Ornheim]], the Maelstrom of Stone
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*[[Tartarus]], the Steel Labyrinth
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*[[Elysia]], the City of Light
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*[[Ragnarus]], the Crimson Vault
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*[[Valinhall]], the House of Blades
  
 
{{books}}
 
{{books}}
[[Category:Magic]]
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[[Category:Magic Systems]]
 
[[Category:Traveler's Gate]]
 
[[Category:Traveler's Gate]]
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<references />

Latest revision as of 21:04, 27 December 2023

"Why do you think we are called Travelers? Some people believe it is because we can travel from one place to another quickly, but not all Territories are suited for such transport. So why are we all Travelers? [...] Because we must Travel through our own Territories. It is the only way for us to grow." — Grandmaster Naraka[1]

Traveling is the magic system of Amalgam. It allows its practitioners to collect and draw power from Territories.[2] People who use power from one or more Territories in this way are called Travelers.

Mechanics

"A Territory is the severed limb of a dead world... A healthy world dies, fades, floats away. It dissolves into pieces, most of which also wane away. But some small pieces—a tower, a forest, a house—hold tight. They drift across an infinite void until they tack themselves to a healthy world, a world such as ours, like ticks on the back of a dog."Valin[3]

A Territory is the source of a Travelers power. In order to become a Traveler, one must enter a Territory through a Gate and earn some kind of artifact, power, or ally within that Territory, and then return. For most Territories, it is impossible to do this accidentally or unaware, but Elysia is an exception.[4]

The exact nature of a Travelers power is dependent on the Territory they draw from and what they have earned from it. However, all Travelers can summon something from their Territory, such as a beast, a weapon, or an element, to aid them. The exception is Valinhall, which focuses almost exclusively on summoning powers to yourself.[5] They are also all capable of summoning Gates to their Territory. Many Territories can be used to travel through the world quickly, but not all of them are suited for this.

The Territories give incredible power, but there is a cost. When a Traveler loses control over their powers, they become an Incarnation.[6] Incarnations, while much more powerful than any regular Traveler, are bent towards the will of their Territory. Though they are likened to natural disasters, and often cause a large amount of death, not all Incarnations are violent without prompting.[7] There can only be one Incarnation of a Territory at a time, and attempts to become one while an Incarnation already exists will result in death or worse.[6]

Territories

Before they became the Territories, they were the broken fragments of dead worlds which ended up attached to the Iteration of Amalgam.[8] Because the Way between the Territories and Amalgam is thin, they often bleed together, which typically manifests in the form of natural Gates not opened by any Traveler.[9] Ordinarily, when worlds bleed into each other like this, the bleeding gets faster and faster until they collide. However, Amalgam has uniquely formed a stable relationship with these fragments, which means that they are free to grow without risking the Iteration.[9]

When a Territory is young, it requires a Founder, which is the person whose will shapes the Territory to the highest degree.[10] In time, a Territory will grow more stable and no longer require a Founder. Valinhall is the only known Territory which still needs one.[10] The Avernus Incarnation believed that a Founder could not become an Incarnation[11], but this was proven wrong by Valin, the Founder of Valinhall, becoming its Incarnation.

List of Known Territories

  1. House of Blades, chapter 7, "Sharp Lessons."
  2. https://abidanarchive.com/events/1/#e851
  3. https://www.willwight.com/a-blog-of-dubious-intent/50-reviews-time-for-valinhall
  4. The Crimson Vault, chapter 13, "Nine Doors."
  5. House of Blades, Chapter 9, "Deals and Darkness."
  6. 6.0 6.1 The Crimson Vault, chapter 9, "The Incarnation of Valinhall."
  7. City of Light, chapter 2, "Arrivals and Departures."
  8. https://abidanarchive.com/events/4/#e129
  9. 9.0 9.1 https://abidanarchive.com/events/1/#e917
  10. 10.0 10.1 https://abidanarchive.com/events/1/#e918
  11. City of Light, chapter 18, "A Conversation in Avernus."