
Traveler's Gate
Will Wight
Simon can only watch, helpless, as his family is killed and his friends captured by enemy Travelers — men and women who can summon mystical powers from otherworldly Territories. To top it off, another young man from Simon's village, Alin, is revealed as a savior prophesied to destroy evil and save the realm. Prophecy has nothing to say about Simon. He has no special powers, no magical weapons, and no guarantee he'll survive. But he sets off, alone, to gain the power he needs to oppose the Travelers and topple their ruthless Overlord. In a world where power comes from bonding to pocket dimensions, Simon must earn his gate to Valinhall — the Territory of steel and Incarnations — and learn to summon, bind, and master creatures and weapons that will make him a Traveler himself.
Progression: Explicit Territory-based progression is central. The world contains multiple Territories — pocket dimensions such as Valinhall (steel Incarnations and living swords), Lirial (crystal/light), Elysia (life/growth), Ragnarus (destruction/obliteration), Asphodel (decay), Endross (dragon fire), Helgard, Ornheim and others. Humans can become Travelers by forging a mental bond/contract with a Territory, granting the ability to summon territory-specific powers, weapons, and creatures. Progression is measured by depth of bond, amount of Territory power channeled, mastery of summoned Incarnations (territory-born entities of increasing rank), and control over territory artifacts. Simon's arc is a classic zero-to-hero cultivation of Valinhall: learning to call steel, enduring the price of the Territory, binding Incarnations, and ascending from powerless villager to a Traveler who can stand against Incarnations, Elders, and Overlords. Alin and Leah show parallel advancement in Lirial and other Territories, with rank hierarchy (Traveler → Incarnation-level → Elder-level) and territory mastery directly gating political and martial standing.






