Journey By Luke Miller Why do you go away? So that you can come back. So that you can see the place you came from with new eyes and extra colors. And the people there see you differently, too. Coming back to where you started is not the same as never leaving. There’s always a story. It’s all stories, really. The sun coming up every day is a story. Everything’s got a story in it. Change the story, change the world. Terry Pratchett A Hat Full of Sky ©2021 by Luke Miller and Graycastle Press All rights reserved. No part of this book may be reproduced or used in any manner without written permission of the copyright owner except for the use of quotations in a book review. For Roman. The rock my world rests upon and the tether that guides me home from the journeys on which I inevitably find myself. I love you, always. Table of Contents Hello, Traveler Introduction 2 The Journey Supplies Phases of Play The Mindset of the Traveler Your Journal Setting Form Journey’s Length 5 6 7 8 9 11 12 Let’s Go! Charting a Course Travel Arrival Exploration Duplicate Aspects and Waypoints Wish You Were Here 14 16 18 20 22 23 Aspects Architectural Animal Vegetable Mineral 26 27 28 29 Archeological Historical Social Individual 30 31 32 33 Journey’s End Reflecting Revisiting and Iterating Farewell, Traveler 35 36 37 Appendices Appendix A: Waypoint Inspiration Architectural Animal Vegetable Mineral Archeological Historical Social Individual Appendix B: Travel Events Appendix C: Reflection Prompts Appendix D: Example Journey Appendix E: Journal Examples Acknowledgements About the Author 39 41 42 43 44 45 46 47 48 49 51 53 59 64 64 Hello, Traveler INTRODUCTION Journey is a solo roleplaying game focused on world building and creativity, one that has been crafted to guide you on excursions through the fantastic places that exist solely in the world of your imagination. Often, when building worlds for various creative endeavors, we touch on locations, objects, and people fleetingly and lightly, and only for the time it takes to understand what’s needed to advance a story. Journey has been built as a vehicle of the creative mind that has the capabilities to guide you deeper into these ephemeral spaces and help give them greater depth and form in both your mind and your work. Taking a Journey is an exercise in imagination and visualization, using standard roleplaying game mechanics and concepts to guide you through the worlds of your own creation. 2 The various pieces of Journey have been taken from my own practices of exploring the worlds in my writing, game design, and other creative projects. They’ve served me for years in helping me to see more deeply into the worlds I’ve crafted, and have provided a lot of fun in that very act of exploration. After you’ve completed a session of Journey, you will have been guided through amazing and impactful parts of your world you may not have considered before, and might just be inspired in new ways. It’s time to leave on a grand adventure. Are you ready? Throughout this book, asides that look like this will show Keon, our illustrious example Traveler, as they move through the process of planning and going on their Journey. These examples should help make the various pieces of Journey clear. If you’d like to read a full example Journey to get an idea of what yours could look like, you can read through Keon’s full Journey in Appendix D on page 53. Want some free templates to jump start your Traveler’s Journal? Check out page 65 to learn more about these freebies and how to grab them. 3 The Journey jour·ney /’jərnē/ noun an act of traveling from one place to another SUPPLIES There are a few things you need in order to embark upon a Journey. Aside from this book, you’ll need the following supplies in your metaphorical pack: 1. Your imagination. Get it warmed up and ready to go, as a successful Journey will require it to be in good working order. 2. A quiet place where you’ll be able to focus during the length of your session. Ideally, you should plan to set aside an hour, but a session can be as long or short as you’d like. Play some music, if that helps you focus or get in a creative headspace. Maybe brew a nice cup of tea. 3. One or more six-sided dice 4. A standard deck of cards, jokers removed 5. Your preferred method to take notes (pen and paper, a journal, a writing app, etc) functioning as your Traveler’s Journal, your record of your Journey and the amazing things you experienced. See page 8 for more details on the Traveler’s Journal. If you would prefer to substitute other kinds of tools in the place of dice and playing cards during your Journey, you are entirely able to do so. Devices like oracle cards, tarot cards, dominoes, coin flips, and more can be used throughout this game with a little work to match Journey’s mechanics to their randomness output. 5 PHASES OF PLAY Journey is broken down into three overarching phases, each of which focuses on a critical part of the experience. These phases will lead you through planning the itinerary of your Journey, visiting and exploring fantastical places, and reflecting on the things you have seen during your time in your world. The terms used below will be defined in greater detail throughout the rest of this book. Planning While wandering aimlessly can be exciting, an effective Journey requires a plan. Gather your supplies, decide on the scope and boundaries of your excursion by choosing a Setting, and determine both the length of your Journey and the physical Form that you will assume during play. Journeying This is the main event, the meat and potatoes of your Journey. Using your die and playing cards, you’ll determine your first Waypoint and move through the process of Travel, Arrival, and Exploration. After arriving, you’ll focus on several key Aspects of this specific Waypoint, gaining deeper insight into the contents of this piece of your world. Finally, finish up by sending a postcard home! Repeat the Journeying phase for as many Waypoints as your Journey’s length indicates, or until you’d like to return home. Reflecting 6 At this point, you’ve been on such a long Journey. Drop your bags and have a seat, you’ve earned it. Taking time to reflect upon the things you’ve seen and experienced will offer insights into the Waypoints you visited and their Aspects. THE MINDSET OF THE TRAVELER The Journey on which you’re about to embark is an entirely mental excursion, one that benefits from a mind willing to sink into imagination. Before leaving for your Journey, it can be helpful to take some time to calm your mind and center yourself. Clear some space in your hectic day to simply be and create. Additionally, it can often be helpful to ensure your actual physical space is set up in a way that supports your creativity. Some people need an absolutely clear desk in order to concentrate, while some create better when there is a healthy amount of chaos surrounding them. Maybe grab a favorite snack or drink that will help make the process even more enjoyable. Approach the process of taking a Journey with an engaged, open, and creative mind and it’s sure to take you to exciting, interesting, and rewarding places. Before getting started on their Journey, Keon takes a moment to clear distractions off their desk, puts their phone and computer notifications on silent, and grabs a glass of water. They do a quick breathing exercise to calm their mind from the craziness of the day and readies themselves to get creative. 7 YOUR JOURNAL The most important item in your supplies is your Traveler’s Journal. This could take the form of a physical notebook, a few sheets of loose paper, or a digital writing app. Whatever form it takes, this journal will be the ultimate record of your experiences on your Journey. The layout and format of your journal will largely depend on the physical form factor it takes, but each will contain information broken into sections based on where in the process it’s being generated. Get a good example of what a Traveler’s Journal might look like in Appendix E on page 59. It offers a good look at how the sights and sounds from your coming Journey could be recorded. While they usually like to take notes using a keyboard, Keon grabs a paper notebook and their favorite pen for their Journey. The speed of the computer is nice, but they want to take their time with their Journey and have the tactile experience of writing it out by hand. 8 Free Traveler’s Journal templates are also available! Check page 65 for more information and learn how to grab these freebies. SETTING It’s time to start assembling the itinerary for our Journey. The first thing to consider when taking any trip is where you will go. When you choose the Setting for your Journey, you define the part of your world in which you will be exploring. A Setting need not be limited by scope or genre, be it a universe in which a sci-fi game is set, the world of a fantasy novel, or the setting of a screenplay. It is important to be clear in the definition of the boundaries of your Setting, as these boundaries help to focus on the people, places, and things you will explore more clearly. A Setting can be as large as an entire galaxy or as small as a single bedroom. The act of taking a Journey through a Setting of any size should take you to diverse and interesting places, regardless of the physical scope. You may find that some details of your eventual Waypoints and their Aspects need to flex to fit particularly large, small, or unique Settings, but all are welcome and acceptable. Decide on your setting and make a note of its name and any other relevant details that help define the boundaries of that space at the start of your Traveler’s Journal. Keon is working on a fantasy novel set in their world of Lerus. However, the entire world is more space than their books cover, so Keon zooms the context in 9 further. The current novel they are working on takes place in the city of Roseacre, Capital of the Kingdom of Thorns. They want to explore Roseacre in greater depth, hoping to see pieces of it in a new light, so they choose Roseacre as their Setting. They note their chosen Setting at the top of their Traveler’s Journal, along with a few details about it they would like to keep in mind. A Note About “People” in Your Setting Most Settings that Travelers might visit on a Journey will be populated by sentient species of various shapes, sizes, and varieties. Throughout this book, references will be made to “people” in your Setting. Just remember that this does not simply refer to humans, and to define “people” however it applies to match your Setting. 10 FORM On your Journey, you may take whatever Form you wish, depending on the ways in which you’d like to experience the places you visit. You might choose to take an incorporeal Form, able to drift through your Setting unseen and unheard by any of the entities inside of it. This form is perfect if you want to observe the comings and goings of the people of your Setting without directly interacting with them and without paying attention to physical sensations. However, a physical Form will offer those on a Journey a more full immersion in the world. If choosing a physical Form, consider the details of that form in the context of that Setting and what those in your world might see. Will you blend in, looking and dressing like everyone else? Will you stand out as an otherworldly explorer, inviting curiosity and surprise? By keeping your chosen Form in mind as you visualize moving through each Waypoint, the ways in which you experience them will, by virtue of that very Form, be different. Keon wants to be able to imagine touching things, engaging their senses, and maybe even speaking to the locals. They choose a physical form that would fit their fantasy setting, one of a simple human traveler. They note this Form in their Traveler’s Journal so they can keep it in mind as they explore. 11 JOURNEY’S LENGTH While it’s tempting to get lost within the fantastic and fascinating worlds we create, the process of visualizing, imagining, and writing can be draining after a time. Setting a length for your Journey can be helpful with structuring the experience as well as limiting fatigue. Define how many Waypoints you would like to visit during this Journey and make a note of it in your Traveler’s Journal. Anywhere from four to six is a solid number, though you can simply roll your die to get a random number if you prefer. This limit has the added benefit of keeping the focus of your experience on a few specific Waypoints, avoiding feeling rushed by the time it will take to explore an unknown number of locations. All said, just try not to make your Journey too short, risking not getting enough detail, or too long, possibly fatiguing your imagination and brain. Keon rolls a single die and gets a result of five, indicating that they will visit a total of five Waypoints in the current Setting during this session. Keon makes a note of this in their Traveler’s Journal so that they remember the result. 12 Let’s Go! CHARTING A COURSE With the details of your voyage now made clear, it’s time to truly embark on your Journey by determining your first Waypoint. Waypoints are the primary points of interest in your travels, the places that add flavor and depth to your chosen Setting. There are a number of Waypoint types that you might visit, broken down to help focus your imagination on the kinds of people, places, and things you could explore. The determining of the actual identities of Waypoints based on these types relies on your imagination and creativity, as well as inspiration granted by your Setting, to add more specific context and clarity to what you will experience. Roll your die and compare the result to the list of Waypoint types below or choose one that appeals to you. Each will have a description to give you a starting point to determine the identity of your Waypoint. Be sure to keep your Setting in mind as you read the description of your resulting Waypoint, using that context to help give the Waypoint shape. 1. Architectural Related to structures, residences, and other details related to buildings large and small. This can include things like furniture, accessories, adornments, and other physical objects inside of these spaces. 2. Natural Details of the natural world within the context of the chosen Setting. This Waypoint type requires a second roll of a die (halved and rounded up) to generate additional context and specificity. Compare this second result to the options below to get your Natural Waypoint subtype: 1. Animal Animals, creatures, and monsters that exist within the context of this Setting 14 2. Vegetable Specimens of this Setting in the vein of flora, specifically 3. Mineral Geological points of interest that this Setting might present 3. Archeological Ruins and areas where people once dwelled yet, for some reason, no longer do. This can include specific things that indicate details of the lives of those people that inhabited those rooms. 4. Historical Locations and things of historical significance to those people currently in the area 5. Social Places where people in this Setting gather socially 6. Individual A single specific person Consider the Waypoint type that you’ve rolled, placing that definition within the context of your Setting. What kind of Individual might you have discovered, or even met? What place of Historical significance to your Setting did you stumble onto? What Animal did you spot? Rolling a die, Keon gets a result of one, indicating that their first Waypoint will be related to Architecture in Roseacre. A few options come to Keon’s mind (the temple to the city’s patron god, the grand city walls), but they find themselves drawn to Castle Roseacre, the seat of power of the King of Thorns. This location is featured somewhat in their novel, but not in-depth. Keon would love to explore more of the location, possibly getting additional inspiration for the novel but also for curiosity’s sake. They mark Castle Roseacre as their Waypoint in their Traveler’s Journal and prepare to depart. 15 TRAVEL With your Setting selected, it’s time to get underway! Getting to your first Waypoint involves traveling through the world, and this is a great chance to see a little bit more of how things look on the metaphorical ground. The mode of travel to your Waypoint is determined by the scope of your Setting. A Setting as large as, say, a galaxy would require a form of interstellar travel to reach a Waypoint. You might experience your time inside a starship, seeing the stars passing by, hearing chatter from other ships and the hum of the engines. You might touch down on a fascinating new planet, smelling the exotic atmosphere and experiencing a bustling spaceport. On the opposite end of a spectrum, a Setting as small as a single house would only take a few moments or minutes of walking to get from one end to the other. You might smell something cooking as you pass by the kitchen, seeing photos on the walls of a hallway. There might be other people inside of this house, talking audibly. While a very different experience from a Setting larger in scope, it is no less rich of a Journey. The experience of your Form moving through your Setting is a wonderful first exposure to your world, and a chance to begin taking in the stimuli that might be present. A walk through a municipal Setting in a desert could offer the experience of baking heat of the sun on your Form’s skin and winds with stinging grit blowing in from the dunes. A horse ride through a verdant forest kingdom might offer scents of pine and the feeling of rain on your face. Take a moment to record this experience of Traveling to your Waypoint in your Traveler’s Journal, being as descriptive or as abstract as you prefer. Placing themselves in Roseacre’s city center, Keon visualizes moving through the main thoroughfare towards the castle. They imagine seeing the faces of Roseacre’s citizens passing by, smelling dust in the air kicked up from the cobbles. They hear the call to prayer ringing 16 from the temple as they pass, and slap a pair of questing hands from attempting to pick their pocket. Recording the details in their Traveler’s Journal as they imagine, Keon immerses themselves in the world they created as they move towards their first Waypoint. Optional: Travel Events If you would like to add another level of detail to your Travel through your Setting, check out the optional framework for Travel Events in the appendix. These offer additional moments that come up during your Travel segment that allow you to interact in new ways with the Setting around you. You can find these optional rules in Appendix B on page 49. 17 ARRIVAL Phew. That was quite the trip, but you’ve finally arrived at your Waypoint. Take a moment to consider the initial abstract concept of this Waypoint and give it added detail and context. Does it have a name? Where is it physically located in the Setting? Don’t worry too much if an exciting, unique name doesn’t come to mind immediately. Simple names like Laketown or Ocean Keep can be quite evocative and descriptive, and you can always revisit names you aren’t in love with later. For now, grab any obvious name that comes to mind and jump into your Waypoint. Experience the moment of Arrival at your Waypoint, and what that might be like. What do you see when you first approach? What do you feel through the senses of your Form? How does approaching this Waypoint make you feel? What are your first impressions? How does the Waypoint react to your presence, if applicable? Spend time considering the overall physical appearance of your Waypoint, as well as any standout details. If an Individual, how are they dressed? What do their hands look like? How do they wear their hair, or the closest analog to hair their form might bear? If Architectural, how large is it? What are some defining characteristics that draw your eye? Give yourself time to envision that initial 18 experience of approaching this Waypoint, free of the focus on Aspects that the next step will bring. Take a moment to record these thoughts, feelings, and physical traits in your Traveler’s Journal, and get ready to dive a little deeper into the myriad Aspects of your Waypoint. Castle Roseacre is impressive at first sight. While Keon had a vague idea of what it looked like, they only knew only a few details they needed to include in their novel. Visualizing approaching the castle now, they can appreciate the detailed crenellations and strangely smooth stone that make up the strong walls. They can look up and see the grand towers with their rose-red shingled spires that gave the city its name. They can feel a sense of awe as they stand and observe the grandeur of this place. Small details, like the nests that pock some areas of the underside of roofs that house the starlings that occasionally plague the town, begin to present themselves. Keon records these impressions in their Traveler’s Journal as they prepare to explore some Aspects of this place. 19 EXPLORATION The process of Exploring your Waypoint in Journey is done through the examination of its granular details, which we refer to as Aspects. Aspects are the zoomed-in bits of whatever your Waypoint might be, and they’re chosen randomly using the die and cards in your Supplies to offer variety and randomness. First, roll your die to determine the number of Aspects of this Waypoint you’ll be exploring. Draw a number of cards from your deck equal to that result, placing them face down in front of you in the order in which they were drawn. The values of these cards, when compared to the Aspect lists starting on page 25, will define your current Waypoint’s Aspects. Aspects are broken up by Waypoint type to ensure you’re getting relevant kinds of inspiration. As you feel ready to explore, flip the first card over, turn to the Aspect list that matches your current Waypoint type, and determine the Aspect you will be exploring. Consider what comes to mind when you read the description of this Aspect in the context of your Waypoint. Look at it from multiple angles and let it inspire you to add greater detail to the Waypoint itself. What is interesting about this Aspect? Does it bring exciting stories about your Waypoint, the larger Setting, or a story to mind? If the Aspect isn’t interesting in and of itself, something more mundane and common, explore that. How does it affect the world around it? Does it add context to the Setting, the people who live there, and the things that happen there? Record all of your thoughts and impressions about this Aspect in your Traveler’s Journal, and be sure to give yourself enough time and journal space to explore it fully. Grab all of that wonderful inspiration and capture it on the page. 20 Rolling their die, Keon gets another result of one. However, they want to spend a little more time with this place, and decide to up the number of Aspects they’ll explore at this Waypoint to four. Drawing four cards and placing them face down in front of them, Keon prepares to explore Castle Roseacre. Flipping over the first card, begin to explore. Optional: Suit Modifiers In addition to the card’s face value, you can gain an optional layer of additional context on your experience of an Aspect by using the suit of the card drawn. If using this additional lens, refer to the four suits below and apply that context to the related Aspect. The Aspect elicits a strong emotion from you (wonder, fear, excitement, anger, etc) The Aspect seems somehow supernatural in the context of the Setting, something strange and out of the norm The Aspect seems to be particularly important for this Waypoint in some way The Aspect is surprising to you in some big or small way, something completely unexpected 21 DUPLICATE ASPECTS AND WAYPOINTS It’s quite possible that, as you roll for Waypoints and draw Aspects from your card deck, you may run into duplicate dice results and card values across suits. This presents both a challenge and an opportunity to your Journey. If duplicate Waypoint types arise, first consider that you can either choose a whole new Waypoint of that type to Travel to or re-examine the same Waypoint from a different angle. Did you roll a Mineral Waypoint, choosing a proud mountain in your Setting, and then roll the same result? Mountains are huge, so consider moving to another area of this Waypoint to gain a new perspective on it. Especially for Waypoints large in physical scale, another dive into its Aspects can give some interesting results. Duplicate Aspects present a similar opportunity, where drawing the same card value can possibly lead to deeper insight into a specific Aspect. Did you look at the primary materials of an Architectural Waypoint for your first Aspect, and then draw the same card value? It would be easy to discard this card and re-draw (which is certainly an option), but for a moment consider whether there might be more interesting details to be gleaned here. Maybe the primary material of this Waypoint has additional properties or a deeper story behind it? Never discount duplicates wholesale, as with a little creativity they can give you another whole lens on a single Aspect. Remember that the suit modifiers can assist with this repeated look at an Aspect, offering emotional perspectives that could add inspiration. That said, if you simply can’t think of a different way to examine the same Aspect, you can simply re-draw the card for it or even choose a specific Aspect you’re interested in. The rules of Journey are a great framework to drive creative exploration, but should not make you feel forced to reexamine something that doesn’t interest or inspire you. 22 WISH YOU WERE HERE After Exploring your current Waypoint thoroughly, it can be useful to spend some time considering what stands out the most to you about your time here. Before you leave this Waypoint and head off to the next, take a moment to write out a brief postcard inscription about what you’ve just experienced and learned. Postcards are a simple and recognizable way to share information about your travels, and they have the added bonus of forcing you to choose your words carefully and decide which parts of your time at a Waypoint were the most impactful to you. Tell someone back home why this Waypoint was interesting or exciting. Or, if the Waypoint was not interesting, talk about why that was and what you saw during your time there. Distill the things you experienced or learned while at this Waypoint down to the most relevant bullet points. This gives you a chance to view your Waypoint from other angles and a way to reflect on what stood out most. Remember that space on a postcard is inherently limited by the physical size of the card, so limit your message to three sentences or less. Record this postcard inscription in your Traveler’s Journal, choosing someone from home to tell about your time at this Waypoint. Considering which of their discoveries to write home about, Keon realizes that they’ll need to attempt to distill the most interesting bits into a postcard inscription no longer than three sentences. Giving it some thought, they find a small space in their Traveler’s Journal and give it a shot. “Castle Roseacre with its strangely smooth walls and red-capped towers is truly a sight to behold. To think these walls were hewn to thwart the skills of nonexistent assassins! I only wish this card could convey the sense of regality and sadness I felt viewing the Throne of Thorns in person.” 23 MOVING ON While the Waypoints in your Setting are doubtlessly fascinating and you could likely spend far more time Exploring, the day grows long and time grows short. Depending on where you are in your Journey, you may either roll for your next Waypoint or head home to reflect. Remember that you are not necessarily locked into your Journey’s Length, so if you are ready to be done early or would like to continue to an additional Waypoint, you can always flex your experience to fit your needs and desires. If you have not yet completed your Journey through this Setting (or you feel that you just have to visit one more place), return to Charting a Course on page 14 to choose a new Waypoint and start the process once again somewhere new. If your Journey’s length has been reached and your trip has now come to an end, or you are simply a bit tired and homesick, grab your bags and turn to Journey’s End on page 34, weary Traveler. 24 Aspects Architectural A The material(s) this Waypoint is primarily made of 2 The age of this Waypoint 3 Signage or other displayed iconography 4 Current use or purpose of this Waypoint 5 Originally intended use or purpose of this Waypoint 6 How being inside of this Waypoint feels to your Form, both physically and emotionally 7 The kinds of people inhabiting / interacting with this Waypoint 8 How people in this Setting feel about this Waypoint 9 Description of this Waypoint’s location in relation to the rest of the Setting 10 A brief visual description of the next closest Architectural Waypoint J What this Waypoint would tell you if it could communicate Q An especially significant adornment within or on this Waypoint and why it’s of particular significance K 26 How the surfaces and textures of this Waypoint feel physically to your form Animal A What this creature ate most recently 2 What this creature symbolizes to the people in this Setting (A fierce cat that signifies strength? An insect that represents pestilence?) 3 How other creatures and people in the Setting interact with and regard this creature 4 How this creature reproduces 5 The normal emotional state of this creature 6 The intelligence level of this creature 7 Any kind of family unit that this creature has 8 What this creature wants 9 What this creature hates 10 The natural enemy of this creature in the Setting J Where this creature came from (Was it always here? Is it invasive? Was it created?) Q Whether this creature is a food source for people in this Setting, and, if so, the ways in which it is prepared and eaten K Where this creature sleeps (Does it sleep?) 27 Vegetable A How other wildlife or people are interacting with this flora (Approaching? Eating? Avoiding?) 2 Whether this flora is a food source for people in this Setting, and, if so, the ways in which it is prepared and eaten 3 Where this flora came from (Was it always here? Is it invasive? Was it created?) 4 The scale of the area a group of this flora covers in this Setting (A whole forest? A single vine?) 5 How, people in this Setting utilize this flora, aside from consumption as food (Mystical or superstitious uses? Medical? Construction materials? Decorative?) 6 What this flora symbolizes to the people in this Setting (A tree whose roots represent family? A flower with petals that represent love?) 7 How this flora reproduces (Spores? Acorns? Something entirely different?) 8 How this flora smells 9 How this flora is affected by seasonal changes in this Setting, whatever that might look like 10 What eating this flora would feel, how it would taste for the average person in this Setting, and any effect it would have on them J Description of how this flora moves, whether in the wind or on its own Q Any especially interesting features, colors, or adornments that make this flora stand out (Brightly colored petals? Thorns? Curling vines?) K 28 How the physical form of this species of flora has changed over time (Was it smaller in previous ages? Has it spread? Does it suddenly secrete poison?) Mineral A The scale of this formation in comparison with the area around it 2 The texture of the materials that make up this formation 3 How the people of this Setting feel about this formation 4 Significance or reverence the people in this Setting ascribe to this formation 5 Any inhabitants (people or creatures) that call this formation home, and where within it / on it they dwell 6 Presence and scale of flora that covers this formation (or the notable lack thereof) 7 Something special a stranger passing through / by might not notice about this formation 8 How this formation has changed over time (Breaks / Destruction? Erosion? Mining?) 9 What is seen if you stand at the very top of this formation and look down 10 What is seen if you stand at the very top of this formation and look up J Stories and legends told by the people in this Setting involving this formation Q Dangers that this formation might pose to those who explore it K Something specific and unique that sets this formation apart from the space of the Setting that surrounds it 29 Archeological A Information on what is known about this Waypoint’s original purpose 2 Information on what is known about the people once related to this Waypoint 3 Evidence still in existence of the people once related to this Waypoint 4 The feelings being in this Waypoint’s space / vicinity evokes 5 How the people in this Setting feel about this Waypoint 6 Stories and legends people in this Setting tell about this Waypoint 7 The smell and feel of the air in this Waypoint 8 Treasures and artifacts found by those who have delved more deeply into this Waypoint 9 Especially interesting or distinct features or adornments of this Waypoint that the casual observer might miss 10 Creatures and flora (even people) who inhabit this Waypoint currently J Dangers that this Waypoint might pose to those who explore it Q Writing or inscriptions that adorn this Waypoint, whatever they might say, and what language they might be in K 30 Physical evidence of modern hands altering this Waypoint (through the clearing of rubble, exploration, destruction, etc) Historical A Opposition to the remembrance and memorialization of the events that caused this Waypoint to become regarded as historic 2 How people in this Setting feel about this Waypoint 3 A person from the current Setting interacting with this Waypoint as a memorial or place of reverence 4 Signage or other inscriptions visible at this Waypoint 5 Especially interesting or distinct features or adornments of this Waypoint that the casual observer might miss 6 Emotional responses that being in or around this Waypoint (and thinking of the events it memorializes) evokes 7 Artifacts or physical adornments / landmarks that indicate this Waypoint’s status of being of historical significance 8 Stories or legends told about this Waypoint and the events that caused it to become regarded as historic told by the people in this Setting 9 People or powers that protect and maintain this Waypoint from the effects of time and other damage 10 Kinds of events, ceremonies, or other memorial observations that the people in this Setting take part in regarding this Waypoint and the events that caused it to become regarded as historic J How those in power in this Setting feel about this Waypoint and the events that caused it to become historic, and by extension those who memorialize them Q The events or occurrences that this Waypoint memorializes and how long in the past these events occurred K What you would see if you stood in the very center of this Waypoint and looked up 31 Social A The kinds of people that congregate at this Waypoint 2 Observances or purposes for which people of this Setting gather in this Waypoint 3 Specific items, decorations, or adornments put in place for gatherings of people in this Waypoint 4 Usual sizes of gatherings of people in this Waypoint 5 What this Waypoint is like when people are not currently present 6 Emotional responses that being in or around this Waypoint evokes 7 Signage or inscriptions placed in this Waypoint 8 Sounds that fill this Waypoint when it is being used / gathered in by people 9 Smells that fill this Waypoint when it is being used / gathered in by people 10 Especially interesting or distinct features or adornments of this Waypoint that the casual observer might miss J Something that makes this Waypoint welcoming and useful to the people that use it Q How long this Waypoint has been used for its current purpose K 32 How those in power in this Setting feel about this Waypoint and the people who gather here Individual A What this person ate most recently 2 This person’s profession / skillset 3 The current emotional state of this person 4 A special element of ornamentation this person wears 5 Where this person sleeps (Do they sleep? Do they have a place to sleep?) 6 Something in which this person takes particular pride 7 Something interesting this person has in their pocket 8 A phrase or colloquialism this person uses frequently 9 Something that brings this person joy 10 Something in the world that causes this person worry / stress J How this person feels about the future Q How this person feels about the past K Something that makes this person feel anger 33 Journey’s End REFLECTING Now that you’ve returned home and your current Journey has reached its end, it’s time to reflect and remember. Think back to the various Waypoints you visited, of the things you saw and felt while Traveling through your Setting and Arriving at Waypoints, and of the varied Aspects of each that you explored. Call those experiences to mind once more. Without revisiting the notes you’ve taken throughout your session, jot down the most memorable and interesting moments of your Journey in your Traveler’s Journal, the ones that stand out most to you after the whirlwind excursion through your Setting. These standout memories are likely the most impactful and inspirational, ripe for taking back to some piece of work that started you on this Journey, or to revisit again later. If you need something more solid to help this process along, consider using the following prompts to drive your reflection: 1. What was the most surprising thing you experienced during your Journey? 2. Which Waypoint was your favorite, and why? 3. If you could revisit any of the Waypoints from this Journey, which would it be? What other Aspects might you like to explore if you did? 4. Are there any places in your Waypoint you had hoped to see on your Journey but didn’t? What are they? 5. Where might you go on your next Journey? For additional inspiration in your reflection, you can find a list of additional prompts in Appendix C on page 51. After completing your reflections, you can either take the time to go back through your Traveler’s Journal now or set it aside and come back to it later. By gaining some space from the events of your Journey and revisiting them after some time has passed, the details might trigger even more ideas and spur your imagination forward. 35 REVISITING AND ITERATING One of the best things about having your Journey recorded in your Traveler’s Journal is that it makes it so easy to go back to the people, places, and things you found intriguing and explore them in greater depth. Maybe one of the Waypoints from this Journey intrigued you and left you wanting to see it in more detail. You can easily come back to that Waypoint on another Journey and dig into it further, expanding on your view and experience of it with additional Aspects. You could even go one step deeper and choose a location-based Waypoint as your entire Setting in a future Journey, allowing the process to offer you a full range of Waypoints within that specific context, each with their own sets of Aspects giving some amazing ‘zoomed in’ details. Coming back to your Settings, Waypoints, and Aspects to explore them in future Journeys offers such an amazing depth of detail and inspiration to any Setting or creative work. It can be incredibly rewarding, both in terms of driving further creativity and pure enjoyment. 36 FAREWELL, TRAVELER By completing this Journey, you should have gained new and interesting insights into the Setting you’ve chosen, and more specifically the Waypoints you have explored. You have a Traveler’s Journal full of details from your trip, and plenty of inspiration and ideas to take back to whatever creative endeavor sent you on your Journey in the first place. Use these details wisely, Traveler, and let them make your creativity soar. And, hopefully, you already feel the onset of wanderlust urging you to pack up your supplies once more and embark on another Journey right about… now. Until next time, dear Traveler. 37 Appendices APPENDIX A Waypoint Inspiration Some may find it useful to have some inspiration for Waypoints that they might find when they embark on their Journey. The process of finding Waypoints can sometimes feel a bit vague, and the right inspiration could be just what you need to make a truly exciting discovery. Using the following pages, find the Waypoint type that you need some inspiration for and take a look. Your next amazing discovery is just around the bend in the road. These example Waypoints have been broken down into several physical scales to better organize them. The various scales that are referred to in these Waypoint examples are detailed below. Galactic Waypoints large and small that could be found anywhere in a Setting on the scale of an entire galaxy. These tend to be more on the science fiction end of the genre spectrum but can fit a range of contexts. Galactic Waypoints can easily pull from and include Waypoints from any smaller types. Planetary & National As their larger scope can encompass many of the same kinds of Waypoints, these two scales of Waypoint have been merged. These can be found anywhere on the surface of a single planet or within the borders of a nation. These are most often macro-scale Waypoints in the context of a planet, less “physical” Waypoints (like organizations or events), or located in the wilds. Municipal Waypoints that can be found anywhere within the walls of cities, towns, villages, and any other delineation of similar gatherings of people and their residences 39 Structural A single building, structure, or residence of interest. These Waypoints can all be found in a single location, and often zoom way in to give tangential context to the people who inhabit or frequent the location. Waypoints can, of course, fall outside of these few examples going grander in scale (to encompass universes, multiverses, etc) or zooming in to smaller spaces (a single person or object, microscopic Waypoints, etc) as creativity demands. However, be mindful that these more extreme scales of Waypoint can challenge the core Waypoint types and their aspects, and may require some creative flexibility. 40 Architectural Galactic Space stations, Dyson spheres, Spacecraft, Mining installations, Planetary ring environments, Space junk and wrecks, Interstellar transport systems Planetary & National Temples or churches, Monuments, Orbiting artificial satellites or structures, Artificially made bodies of water, Wondrous structures, Oil rigs Municipal City government buildings, Castles and keeps, Magic item shops, City squares, City walls, Transportation systems, Sewer systems, Temples or churches, Art installations and displays, Murals, Greenhouses, Guildhalls and clubhouses, Factories, Spas and salons, Barbers, Zoos and menageries Structural Stairwells, Stained glass windows, An interesting or unique door, A hidden room, Purpose-built rooms, Supply closets, Interesting nooks and crannies, Basements and attics 41 41 Animal Galactic Interstellar organisms, Common pets of people in the current Setting (consider what pets might be kept on a spaceship by various kinds of people in this Setting, for instance), Interstellar vermin or pests Planetary & National Endangered species, Notable wildlife, Rare or rarely seen creatures, Oceanic wildlife, Animal symbols of notable nations, A never before seen creature Municipal Wild animals in the area, Pets the people of this Setting favor, Vermin specific to this Setting, Insects that help and hinder, A settlement’s symbolic creature or mascot Structural Pets kept by those related to this Setting, Vermin that plague this Setting, Insects that help or hinder 42 42 Vegetable Galactic Vacuum environment flora, Interstellar crops, Strange or unique plant life from other planets, Invasive interstellar plant species Planetary & National Rainforests, Strange or magical wild flora, Wondrous or legendary specific plant specimens Municipal Municipal parks and green spaces, Farms, Botanical gardens, Poison gardens, Protected forests Structural Houseplants popular with people in this Setting, Gardens kept and tended by the people related to this Setting 43 43 Mineral Galactic Comets, Asteroids, Planetary ring systems, Stars, Interstellar mining operations Planetary & National Mountains and ranges, Cavern complexes, Canyons, Mesas, Volcanoes, Geysers Municipal Subterranean caves, Mountains or other large mineral landmarks visible and meaningful to the population of the Setting Structural Beloved rock collections, Zen rock gardens 44 44 Archeological Galactic Spaceship graveyards, Dead worlds, Memorials to a lost species, Ruined space stations, Crashed ships Planetary & National Ruins, Ancient ritual stones Municipal Catacombs, Cemeteries, Hidden subterranean structures, Ruins from a recent or ancient battle / disaster Structural Secret compartments and panels, Layers of wallpaper or flooring, Dusty abandoned attics or basements 45 45 Historical Galactic Galactic archives, Memorials to interstellar conflicts Planetary & National Battlefields, National archives or vaults, Seed or genetic vaults Municipal Historic buildings, Museums, Monuments and memorials, statues, Battlefields Structural Family photos, Photos of an organization’s founders, Museum exhibits, Certificates and awards, Journals and diaries 46 46 Social Galactic Intergalactic trade hubs, Outer space version of a truck stop diner, Interstellar governmental agencies Planetary & National Migrations, Competitions and games, Tourist destinations, Global governmental agencies Municipal Community centers, Schools, Temples or churches, Marketplaces / Malls, Pools, Arenas, Parks, Art galleries, Businesses and eateries, Law enforcement centers, Courthouses Structural Grandma’s kitchen table, Dining halls, Classrooms, Hallways and in-between spaces, Meeting rooms, Secret places 47 47 Individual Galactic Interstellar travelers, Planetary leaders, Bounty hunters, Traders and merchants, Military patrols and scouts Planetary & National World leaders, Religions icons, Influential heroes and villains, Namesakes of landmarks and monuments, Adventurers and explorers, Philosophers and great thinkers, Armies or militia, Dictators and despots Municipal City leadership, Local religious leaders or clergy, Business owners, Thieves, Teachers and professors, Law enforcement, The less fortunate Structural Owner of the building, Inhabitants or residents, Customers, Employees or other hired workers, Visitors, Burglars or thieves, Servants, Guards 48 48 APPENDIX B Travel Events When Traveling through a Setting, things don’t always go as expected. You can add some additional interest and opportunities for inspiration to the Travel segments of a Journey through the use of these optional Travel Events rules. Using these rules, you can determine what complications or events you encounter while moving towards a Waypoint. Adding Travel Events to your Journey can have the added effect of injecting certain levels of action into your experience. While a standard Journey tends to focus on the surroundings a Traveler finds themselves in, and often places an emphasis on observation, these Travel Events can add more of an element of directly experiencing, interacting with, and participating in a Setting. To add events to your Travel segments using these rules, grab a second six-sided die and roll them both. Add the results together and match that number to the list below. Think about how this Travel Event might be applied to your Travel within the context of your Setting and where within it you are Traveling. If there is a specific Travel Event you’d like to experience, you can bypass the die roll entirely and simply pick the one that interests you most from the list (or add your own). Note that these Travel Events assume you have taken on a physical Form during your Journey, as most will not really apply if you are exploring in one that is incorporeal. 2. You encounter and have to (or want to) interact with another person 3. You’re forced to use survival skills to deal with a situation 4. Your intended path is blocked, but you are able to locate an acceptable detour 49 5. Something goes wrong with your mode of travel that must be fixed or worked around before you can continue 6. Travel conditions (weather or other environmental factors around your intended path) change in some significant way that impacts your experience 7. You observe some kind of taboo or custom local to this setting being violated or enforced or find yourself violating one yourself 8. The physical space or terrain through which you are traveling presents unexpected physical obstacles 9. You realize you have lost your way and must find the correct path 10. You are being blocked from proceeding to your currently intended Waypoint. Skip to the next Waypoint in your Journey (or draw another), doubling back to your current destination afterward if you wish 11. You catch sight of something wondrous within the context of where in your Setting you are currently 12. You either discover or are offered some surprise assistance or shortcut that makes your Travel extremely easy Using your selected Travel Event, expand on your experience recorded in your Traveler’s Journal with additional details. You can place the details of the event anywhere within that Travel segment that makes the most sense. For example, if you’ve rolled a three and find that your path is being blocked, causing you to take some kind of detour, this might happen right as you set out or at some point while you are on the metaphorical road. You might also entirely replace a Travel segment with the details of a Travel Event. By applying Travel Events to a Journey, you can immerse yourself a little more deeply in your Setting and experience a wider variety of things throughout. 50 APPENDIX C Reflection Prompts The period of reflection that follows a completed Journey is an important part of this game, but sometimes you might find yourself needing a little additional inspiration. This list expands the core prompts of Journey, giving a wider range from which to choose. 1. What new things did you learn about your Setting during your Journey? 2. What were the most notable feelings you experienced? 3. What did your Journey teach you about the people in your chosen Setting? 4. What made you want to go on a Journey in this Setting in the first place? Did you accomplish that goal? If not, where did your Journey fall short? 5. Would you enjoy living in this Setting, or these Waypoints? Why or why not? 6. How would your Journey have been different if you had assumed a different Form? 7. Do you find yourself with any unanswered questions about the chosen Setting or the Waypoints you visited? What are the questions, and do any initial answers come to mind? 8. What one word describes your Journey? Why does it fit? 9. Did anything you experienced in your Journey remind you of other books or Settings? What other works did you feel particularly inspired by? 10. Why is this Setting particularly relevant or important? How does it fit with the rest of the world at large? 11. From what you experienced in your Journey, does this Setting reflect other areas in the greater world or universe? How is it similar or different? 12. Did any of the Waypoints or events of your Journey remind you of situations, places, or people in your own life? Who, what, and how? 51 1. Did you enjoy the events of your Journey? Why or why not? What stands out as particularly enjoyable or not enjoyable? 2. Did anything you experienced in your Journey change or challenge something you thought you already knew about your Setting? 3. Did anything you experienced in your Journey confirm something you already knew or felt about your Setting? 4. What do you think happened directly after you left one of the Waypoints from your Journey? How was your presence or absence noted? 5. Finish this sentence: When it comes to my Setting, I wonder… 6. Finish this sentence: When it comes to my Setting, I like… 7. Finish this sentence: When it comes to my Setting, I am excited by… 8. What evidence of larger conflict occurring in your Setting did you see while on your Journey? What is that conflict, and how does the evidence you saw relate to it? 52 APPENDIX D Example Journey Follow along with Keon, a fantasy writer, as they embark on a journey of their own. Keon has created a world as a setting for a series of books and stories but wants to flesh out some key areas inside that setting to give them more substance in their mind and more inspiration from which to draw. Defining Keon’s Itinerary Setting Keon is working on a fantasy novel set in their world of Lerus. However, the entire world is more space than their books cover, so Keon zooms the context in further. The current novel they are working on takes place in the city of Roseacre, Capital of the Kingdom of Thorns. They want to explore Roseacre in greater depth, hoping to see pieces of it in a new light, so they choose Roseacre as their Setting. They note their chosen Setting at the top of their Traveler’s Journal, along with a few details they would like to keep in mind. Form Keon wants to be able to imagine touching things, engaging their senses, and maybe even speaking to the locals. They choose a physical form that would fit their fantasy setting, one of a simple human traveler. They note this Form in their Traveler’s Journal so they can keep it in mind as they explore. Length Keon rolls a single die and gets a result of five, indicating that they will visit a total of five Waypoints in the current Setting this session. Keon makes a note of this in their Traveler’s Journal so that they remember the result. We’ll only be following Keon through their first Waypoint. Otherwise, this example would be far longer. 53 Waypoint Now the real fun begins, as Keon starts the process of determining the details of their first Waypoint. Rolling a die, they get a result of one, indicating that their first Waypoint will be related to Architecture in Roseacre. A few options come to Keon’s mind (the temple to the city’s patron god, the grand city walls), but they find themselves drawn to Castle Roseacre, the seat of power of the King of Thorns. This location is featured somewhat in their novel, but not in-depth. Keon would love to explore more of the location, possibly getting additional inspiration for the novel but also for curiosity’s sake. They mark Castle Roseacre as their Waypoint in their Traveler’s Journal and prepare to depart. Travel Recording the details in their Traveler’s Journal as they imagine, Keon immerses themselves in the world they created as they move towards their first Waypoint. Placing themselves in Roseacre’s city center, Keon visualizes moving through the main thoroughfare towards the castle. They imagine seeing the faces of Roseacre’s citizens passing by, smelling dust in the air kicked up from the cobbles. They hear the call to prayer ringing from the temple as they pass, and slap a pair of questing hands from attempting to pick their pocket. Arrival Keon records these impressions in their Traveler’s Journal as they prepare to explore some Aspects of this place. 54 Castle Roseacre is impressive at first sight. While Keon had a vague idea of what it looked like, they only knew only the few details they needed to include in their novel. Visualizing approaching the castle now, they can appreciate the detailed crenellations and strangely smooth stone that make up the strong walls. They can look up and see the grand towers with their rose-red shingled spires that gave the city its name. They can feel a sense of awe as they stand and observe the grandeur of this place. Small details, like the nests that pock some areas of the underside of roofs that house the starlings that occasionally plague the town, begin to present themselves. Drawing Aspects Rolling their die, Keon gets another result of one. However, they want to spend a little more time with this place, and decide to up the number of Aspects they’ll explore at this Waypoint to four. For the sake of brevity in this example, we’ll follow along with Keon for two of these Aspects. Drawing four cards and placing them face down in front of them, Keon prepares to explore Castle Roseacre. Flipping over the first card, begin to explore. Aspect 1: Ace Referring to the Architectural Aspects page, Keon sees that the Ace is presenting them with an exploration of the materials this place is primarily made of. Being a castle, its primary material is stone, but Keon has referenced in their writing that the walls of Castle Roseacre are unusually smooth and sheer. Using their Journey as a chance to consider that in more depth, they begin to imagine why the walls are so smooth and record their thoughts in their Traveler’s Journal. Keon imagines that the smooth walls of Castle Roseacre are a result of a paranoid King of Thorns back when the castle had to be rebuilt. This king had a recurring nightmare that an assassin would scale the walls of the tower that held his bedchamber, sneak in, and murder him. He insisted that the masons cutting the stones for the castle walls hone them to such a smoothness that scaling the walls without the aid of magic would be nigh impossible. Somewhat ironically, this particularly paranoid King was not done in by the hands of assassins, but by a particularly nasty bout of Dust Fever brought to the castle by a mason specializing in this technique of hewing stone. Aspect 2: Queen of Hearts For their second Waypoint, Keon flips their next card to discover they have 55 drawn a Queen. They would also like to gain some extra inspiration, deciding to bring the Queen’s suit of Hearts into play. This suit modifier means that the Waypoint will be a significant adornment of Castle Roseacre and details on its significance, with the additional lens of this adornment evoking an especially strong emotion in Keon. This is just the kind of creative exercise they love, and they are instantly drawn to the throne of the King of Thorns, recording their thoughts in the Traveler’s Journal. The king’s throne is bathed in a bloody history, a symbol of the wars fought to win the Kingdom of Thorns its freedom from its oppressors of old, the now neighboring Empire of Dust. During the penultimate battle, fought on the threshold of Roseacre’s gates, the Empire of Dust revealed a magical siege weapon that had a terrifying platinum ram’s head on its front. The symbol came to terrify the army of the Kingdom of Thorns, as the weapon was especially effective and the results gruesome. After the battle was won, a near thing indeed, the new King of Thorns took the rams head and had it melted down into a series of ropy thorny vines, wrapping around the back of the throne. The thorns were meant to ensure that no ruler ever sat too comfortably on this throne, being reminded of the price of pain that was paid to win it from the oppressors of old. Viewing this jagged memorial to the lives lost evokes a strong feeling of sadness in Keon, but one tempered with the resolve and strength of Roseacre’s growth over the ages. Wish You Were Here! Considering what of their discoveries to write home about, Keon realizes that they’ll need to attempt to distill the most interesting bits into a postcard inscription no longer than three sentences. Giving it some thought, they find a small space in their Traveler’s Journal and give it a shot. Castle Roseacre with its strangely smooth walls and red-capped towers is truly a sight to behold. To think these walls were hewn to thwart the skills of nonexistent assassins! I only wish this card could convey the sense of regality and sadness I felt viewing the Throne of Thorns in person. 56 Returning & Reflecting Reflection After completing their remaining Waypoints, Keon realizes that it’s time to return home. Reluctantly, their mind leaves Roseacre and turns towards reflecting on the events of their Journey. Without referring back to the notes they took on their travels, they respond to the prompts in the Reflection section: What was the most surprising thing you experienced during your Journey? I think learning about the history behind the smooth stone walls of Castle Roseacre. While I had a clear visual that I wanted for that location when I originally wrote it, I didn’t really have a reasoning beyond pure aesthetics behind that choice. Getting to imagine why the castle was built that way gave me a whole chunk of the history of a King of Thorns I had never imagined. Maybe he’s referenced as the Coward King by historians for his paranoid reputation and ignominious death? What Waypoint was your favorite, and why? The throne was such an evocative visual, and coloring it with the emotion of the Aspect modifier totally made it a more interesting story. By considering it from an emotional standpoint, I got a whole set of ideas I might not have considered if I were just describing it as a fancy chair. The history of the source of the throne’s metal thorns became so much more poignant. 57 If you could revisit any of the Waypoints from this Journey, which would it be? What other Aspects might you like to explore if you did? I’m sure Castle Roseacre has so many more secrets to explore, and seeing a whole bunch of other Aspects would be really interesting. I think the royal catacombs under the castle that are referenced in my book but not yet explored would be a really interesting part to look into. Are there any places in your Destination you had hoped to see on your Journey but didn’t? What are they? I think the city’s temple is another prominent but unexplored place in Roseacre I’ll explore in the future. The city’s worship practices and devotion are important to the residents but feel that they are lacking depth, so spending some time in the temple might give me some more context and inspiration for that aspect of life in Roseacre. Where might you go on your next Journey? While the Kingdom of Thorns is one I’ll definitely revisit, the mysterious Empire of Dust may be a future Waypoint for my characters. Doing some imagining and worldbuilding in that barren place would be exciting and useful to dream up some ideas in advance. A Journey, Completed 58 And with that, Keon has discovered a bunch of interesting new things about Castle Roseacre, as well as having built out bits of the kingdom’s history with details directly tied to Aspects of this place. They’ve gotten some inspiration for ways to make their world feel more real to readers, but have also just enjoyed adding more detail in unexpected areas they might not have explored otherwise. APPENDIX E Journal Examples Date 3 - 1 - 2021 Setting Name City of Roseacre Setting Details The City of Roseacre is the capital city of the Kingdom of Thorns. It serves as the main setting for the novel I’m currently working on, and I really want to learn more about this place. Roseacre is a large city set in a medieval fantasy world. It’s in verdant forested lands and is home to a wide variety of people of many of Lerus’ various heritages. It’s an exciting (and occasionally dangerous) place. The castle is a place of strength I really want to understand more about. Form While I was tempted to take an incorporeal form, I think I’ll have a better experience in a physical form. I’m going to step into the role of a nondescript traveler within Roseacre, donning clothing similar to the other citizens of the city. In this form, I should be able to move freely within the city, not attracting attention, and still experiencing what life is like for the average citizen of Roseacre. Journey Length 2 Waypoints 59 Waypoint Waypoint Type Architectural Waypoint Name Castle Roseacre Travel Description Started out in the city center of Roseacre. The day is warm, the weather is clear. Walking towards Castle Roseacre, I see so many people and faces. Smelling the scents of the market. A pickpocket, notorious in this district of the city, tries to snatch my gold purse, but I slap their hand away quickly. Arrival Description The sight of the proud castle fills me with awe. I’m struck by the smoothness of the walls, which have come up in the novel but have not been explored further. The guards by the gates stand proudly, their rose-red tabards warm in the sun. The castle’s tall, smooth towers are capped with beautiful red shingles, giving the castle and city their name. 60 Aspect Aspect Type Suit Modifier Primary materials of construction N/A Aspect Exploration The primary material used in the construction of Castle Roseacre seems to be the well-crafted and strangely smooth blocks of stone I saw when I arrived. But why is it so smooth? Turns out, the smooth stones were a demand of the King of Thorns that was in power at the time of the castle’s construction. He was notoriously paranoid, having recurring nightmares of assassins scaling the castle walls to kill him in his bed. So no expense was spared on the stones of the wall, hiring master masons and magical craftsmen to ensure the walls were so well-hewn that no one could possibly scale them without the aid of magic. Ironically, that king died shortly before the construction of these walls was completed from a nasty bout of Dust Fever carried to Roseacre by one of the master masons brought onto the project. So, in a way, the walls killed the king in the end. Postcard Inscription Castle Roseacre, with its red-capped towers and astoundingly smooth walls, was truly a sight to behold! To think, these walls were hewn to thwart the skills and blades of nonexistent assassins. Too bad they didn’t keep out the Dust Fever that killed the paranoid king! 61 Aspect Aspect Type Suit Modifier Significant adornment Heart Aspect Exploration The throne of the King of Thorns is fascinating, an uncomfortable stone chair with a back wrapped in shining silver barbs. It’s a bloody symbol of Roseacre’s fight for independence from their oppressors of old, the Empire of Sand. During the final battle of the war, on the very threshold of Roseacre’s gates, the armies of the Empire of Sand revealed a terrifying siege engine with a magically imbued ram’s had on the front made from shining platinum. This metal ram’s head was soon stained with the blood of Roseacre’s soldiers, becoming a renowned symbol of fear. After the hard-fought battle was won, the king took the metal from this feared weapon and had it melted down into the barbs that were wrapped around the throne. The thorns were put onto Roseacre’s seat of power to ensure no ruler ever sat too comfortably on the throne, constantly reminded of the price of blood that was paid to win their kingdom’s freedom. Postcard Inscription The throne of the Kingdom of Thorns truly embodies the name of its home. The bloody history of the metal thorns wrapped around this heavy stone chair was fascinating. I can’t wait to tell you more about it when I get back! 62 Reflection What was the most surprising thing you experienced during your Journey? I think the most surprising part of my Journey was learning about the throne of the Kingdom of Thorns. I hadn’t even really considered that the throne of this kingdom would be related to its history this deeply, but as the ideas of its story came to me, they just slotted so neatly into place. What Waypoint was your favorite, and why? My favorite waypoint was the walls of the castle. It was such a throwaway detail of this place when I added it to the story in my novel, and I had never really considered WHY they were so smooth. To have pulled out the details on the Coward King, known to historians and in some stories to this day, was such a fun moment. I’m looking forward to seeing how these details might fit into my story. Where might you go on your next Journey? I think the temple of Roseacre is going to be somewhere I explore on my next Journey. I know that faith in the gods is really important in the Kingdom of Thorns, but I’ve yet to determine what that looks like, or how that is observed in the city. Aside from the basic physical description in the novel, there is just so much detail I could dive into with the temple, especially as it’s somewhere that might end up being a critical location in the next novel. 63 ACKNOWLEDGEMENTS Journey is a work of love inspired by the solo experiences of Alone Among the Stars by Takuma Okada and Artefact by Jack Harrison. If you’ve enjoyed the experience of Journey, consider spending some time with its wonderful inspirations and support their creators. Many thanks to my friends at The Society of the Golden Rose for being infinitely patient with my crazy ideas, my insane schemes, and my neverending flow of vocal enthusiasm. Jessica, Abe, Madeline, Jason, Jasmine, Chris, and Jacob. You crazy weirdos have quickly become some of my favorite people, and I appreciate each one of you. Finally, my most heartfelt thanks to the amazing people of the RPG Talk Discord. You all have been so patient, helpful, and wonderful, and Journey would not exist if not for your kindness. Editor Jason Vanhee Playtesters Abe Dysmas, Madeline McDonald, Nick Pournaras, John Lopez Artwork All artwork in Journey is public domain, released under the Creative Commons CC0 license. ABOUT THE AUTHOR Luke Miller is a writer, game designer, and software developer who lives in sunny California with his fiance Roman and their two corgis, Luna and Sol. He has had a lifelong passion for fantasy and science fiction and has recently discovered a love for tabletop roleplaying games. You can see more from Luke at graycastlepress.com 64 Free Traveler’s Journal templates to jump start your Journey You’re in luck, Traveler! Head to the URL below to get reader-exclusive access. Prefer lined paper? Dot grid? Blank? These templates offer a flexible set of Traveler’s Journal pages in all of these formats, all for free. graycastlepress.com/rm/journey 65 65 Journey is a solo roleplaying game for creatives, worldbuilders, and the Uncommonly Curious. You hold in your hand a tool of imagination, a vehicle of creativity that has the capabilities to guide you deeper into the ephemeral locations and spaces of your own creation and help give them greater depth and form in both your mind and work. Journey is a solo roleplaying game and an exercise in imagination and visualization, using game-style mechanics and concepts to guide you through the roads less traveled in worlds of your own creation. It’s time to leave on a grand adventure. Are you ready?
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