The Gate Traveler

Book 3: Lumis—Prologue



After writing my memoirs, I decided to keep the habit going with a diary. It was a good way to document my journey and jot down all the interesting things I came across. It was funny how easy it became to write whatever happened—kind of like talking to myself, only less weird.

As we approached the Gate to Lumis, my excitement built. I couldn’t wait to see what new adventure was waiting for us on the other side. So, without thinking too much, I reached out and touched the Gate, eager to check out what was in store. Al copied me, just as excited to see what this world offered. But then there was Mahya. She furrowed her brows, gave us both a look that could kill, exhaled dramatically, and finally touched the Gate, too.

“I preferred not to know in advance,” she grumbled. “It’s like a spoiler.”

I couldn’t help but push back a little. “Yeah, but how else are we supposed to find all the cool stuff? I’d rather have a spoiler and make sure we don’t miss out on anything good. Remember Shimoor? I only read one account, and I hardly saw anything besides a few towns and cities. This time, I wanted to see everything Lumis had to offer.”

Mahya remained unconvinced. “I’d rather just go where the wind takes me and discover things as we go.”

“We can still do that,” I assured her. “But at least this way, we’ll have a general idea of where to start.”

She sighed, clearly not thrilled, but nodded anyway.

 

105 Frost, 787 AR - Traveler Garrin Ronclud

I just saw the world’s information before mine. If you are still around, Brother Traveler, I’m heading to Miku in Solaria for a day or two. Send a message through the Archive for a meet.

Anyway,

Lumis might seem tame, but there’s plenty for a seasoned Traveler like me. I discovered an untamed dungeon near the Elemental Grove, and though it was a challenging battle, demolishing the dungeon was worth it for the core. The dungeon’s creatures were formidable, but the thrill of the battle and the rewards made it all worthwhile.

The Enchanted Workshop was fascinating and breathtaking with all those crystals. Even if you’re not planning to buy anything, it’s worth a visit. The artisans there possess skill and infuse their creations with subtle yet effective magic.

The Runestone Circle was intriguing; those ancient runes still pack a punch. I studied their inscriptions, trying to decipher the ancient language. Each rune seemed to hold a fragment of forgotten magic. Note that the Local Adaptation didn’t help me learn the runes, and I have no idea why.

The Arcane Library was a treasure trove of knowledge. I spent days poring over ancient tomes and scrolls, learning about Lumis’s history and magical heritage. The librarian, an elderly mage, was kind enough to assist me in my research.

Regarding prices and trade, inns mostly cost 50 copper per night, and meals cost 20 copper. It’s wise to bring precision tools and synthetic materials from tech worlds. From Lumis, take enchanted jewelry and mana-infused bakery goods to low mana worlds.

I added markers on the Map for the places I liked and hope you will enjoy them too.

 

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4 Frost, 787 AR - Traveler Borin Stonish

Bah! Lumis is a bit too boring for my taste, but there’s gold to be made if you know where to look.

  • The Guardian Trees in the forest weren’t much of a challenge, though their telepathic warnings were amusing. They tried to intimidate me, but a sturdy Traveler like myself doesn’t scare easily. I found a wild dungeon in the Starlight Observatory area. The core’s worth more than all the loot combined.
  • The Potion Emporium had some decent brews. I picked up a strength potion that could be useful during my next adventure. The alchemist there was a bit of a chatterbox, but I got some valuable tips on local ingredients.
  • The Enchanted Smithy wasn’t half bad. Got myself a sturdy new axe with minor enchantments. It should hold up well in a fight. The smith, an old fellow named Harl, knew his craft and even offered to teach me a few tricks.
  • Visiting the Mana-Weaving Workshop was an unexpected pleasure. Watching artisans weave mana into fabrics was mesmerizing. I ended up buying a cloak that offers minor protection against the elements. It’s not as strong as my armor, but it’s perfect for travel.

Prices and Trade:

  • The money system is simple: 100 coppers = 1 silver, 100 silvers = 1 gold, and 100 gold = 1 mithril. Note that the mithril is just an idea they hold; I didn’t see even one coin from it. Maybe kings have them.
  • Inns: 40-60 copper per night.
  • Meals: 20-30 copper.
  • From tech worlds: Bring high-quality metals and non-magical gadgets.
  • From Lumis: Take emotion-infused crystals and ever-cool water flasks to low mana worlds.

 

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91 Sun, 642 AR - Traveler Sylvana Whillea

I have little to add on top of what the others have shared, but I’ll try to contribute what I can. Lumis is a planet of quiet wonder, though I’m unsure if my observations will be as insightful. The Luminescent Garden at night is truly a sight to behold, with the plants glowing softly under the moonlight. I met a local druid there who taught me a lot about the local flora, but I’m not sure how much of it would be helpful to others. The garden is serene, and the glow of the plants creates a magical ambiance, but I’m hesitant to say it’s anything extraordinary.

The Hallowed Grounds was another place of reflection where I felt a deep connection to the spiritual realm. Here, the veil between the physical and spiritual worlds feels thin, allowing profound meditation and communion with nature spirits. At least, that’s what I think—I could be wrong.

The Arcane Bazaar is bustling with activity, filled with many enchanted goods. I bought a small trinket that helps calm emotions, which I find very useful for meditation, though I’m not entirely sure if it’s worth mentioning. The bazaar is colorful and lively, with vendors from all over Lumis selling their wares, but perhaps that’s already well known.

Finally, the Mana Spring Bathhouse in Azurebrook provided some much-needed relaxation. The rejuvenation effects of the mana-infused waters are subtle but noticeable, or at least they were to me. After a long day of travel, soaking in the bathhouse felt like the perfect way to unwind, though I can’t say if it would be the same for everyone.

As for prices and trade, inns typically charge 50 copper per night, and meals cost around 30 copper. If you’re from the tech world, bringing mass-produced goods and high-quality textiles might be wise. From Lumis, taking back subtle magical items and enchanted textiles to low mana worlds could be beneficial, but I’m not entirely sure.

 

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22 Bloom, 530 AR - Traveler Elara Moow

I’m unsure what to say, but I feel like the spirits are guiding my pen, so I’ll write about what feels right. Lumis is... oh, it’s like a whisper of magic, you know? It’s subtle, like how a butterfly’s wings flutter in the breeze, and yet it’s everywhere, embracing you in this gentle, enchanting way that’s perfect for someone like me. I don’t think words can truly capture it, but I’ll try, and maybe the spirits will help you feel what I felt.

So, where was I? Oh yes, the Arcane Theater! It was like stepping into a dream. The illusion magic wasn’t just magic—it was life, dancing on the stage. The actors didn’t just perform; they floated, like leaves caught in a breeze of mana, their voices echoing with this ethereal, mana-infused harmony that just... it makes you think about the interconnectedness of everything, you know? It’s like the stories weren’t just stories but memories from another life, or maybe even your future life. Who’s saying?

And then there were the Spirit Wells! Oh, the Spirit Wells. I just had to immerse myself in the waters—no, become the waters—and it was like the universe was cradling my soul. The water wasn’t just water; it was like liquid tranquility, glowing softly, almost as if it were singing to me. Or maybe I was singing to it? Either way, I felt my mana replenish and my mind clear, like a sky after a storm. And the Whispering Windmills? Oh, they turned ever so slowly, like the earth was meditating. And the wind... the wind had a voice, I swear. You can only hear a lullaby if you listen with your heart, not your ears. This is the ideal location to meditate on how windmills symbolize the cyclical nature of existence.

Oh! And then there’s the Mystic River! I can still feel the mana currents wrapping around me, like a mother wrapping her baby in a soft blanket. The water was eager to help, responding to every little thought like it knew what I wanted before I did. It’s the perfect place to practice your spells, especially if you’re trying to commune with water spirits. And the sunlight! Oh, the sunlight danced on the water like tiny fairies—no, wait, maybe they were fairies. It’s possible.

The Elemental Springs were... oh, how do I even describe them? They were like, well, imagine the elements coming together in perfect harmony, each respecting the other’s space but blending into this... this symphony of tranquility. The elements flowed through me, almost like they were trying to teach me something. Maybe that’s the secret to understanding elemental magic. Just let the elements think for you! It’s all about balance and perhaps letting go and letting the universe take over.

As for the mundane things like prices and trade, inns are around 40 copper per night, and meals are about 20 copper. But you know, it’s the energy exchange that matters, right? If you’re coming from tech worlds, maybe bring some mass-produced medicines or precision farming tools, but if you’re leaving Lumis, take some mana-infused fabrics or subtle magical items. They’re like... bottled spirit energy. But really, who needs to keep track of such earthly concerns when you can float on the mana currents and let the universe provide?

 

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137 Moon, 331 AR - Traveler Aeryn Widor

This land of Lumis is full of delicate magic, and my journey here has been absolutely mesmerizing. As a scholar of magical flora and fauna, I find this world’s sights and experiences fascinating and rewarding.

The Mana-Infused Bakery in Crystalspire was delightful. The pastries, infused with mana, taste exquisite and provide a refreshing energy boost. According to the manager, the secret lies in using mana-rich grains and enchanted ovens during the preparation.

Another highlight was the Elder Tree Grove. These ancient trees seem to whisper secrets if you listen closely enough. After spending an entire afternoon under their boughs, I felt a profound connection to nature. The occasional presence of forest spirits, who appeared as faint glimmers of light among the leaves, interrupted the grove’s tranquility.

One of the most fascinating experiences was at the Echoing Caverns. The echoes here seemed to carry whispers of forgotten lore, hinting at hidden treasures. Each step I took reverberated with a thousand voices, some speaking in languages I did not understand, yet the mana in the air made their meaning clear.

For those interested in magical craftsmanship, the Mystic Caravan is a must-visit. This traveling market appears unpredictably, bringing rare and exotic magical goods. I gained a beautifully enchanted quill that never runs out of ink, which is perfect for my research notes. The vendors here are knowledgeable and eager to share stories about their wares, making each visit an educational experience.

General Information:

  • Inns typically cost 50 copper per night.
  • A meal in an inn is around 20 copper.
  • From the technological worlds: Bring precision mechanical tools and durable fabrics; they fetch a high price here.
  • From Lumis: Take high-quality weapons, some of which are works of art.

 

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3 Sun, 223 AR - Traveler Grim Tish

Lumis, what a disappointment. This place is far too tame for someone like me, but I suppose it has its merits if you’re the type who prefers soft beds and easy challenges. The Crystal Cave near Crystalspire, for instance—yes, it offers some magical crystals, but don’t get too excited. The harvest is so tightly controlled that it feels like overzealous bureaucrats are watching you. I snagged a few crystals for my collection, but you’d have your pick in the higher mana worlds without all the fuss.

Then there’s the Hedge Maze of Illusions. What a joke. If you ask me, it’s nothing more than cheap entertainment for the masses. The minor illusion magic there might be helpful for beginners—novices who need to learn how to spot magical trickery—but for anyone with experience, it’s a waste of time. You can find better challenges in your sleep on worlds with magical depth.

The Mana Spring Bathhouse in Azurebrook was perhaps the only vaguely redeeming feature, and even that was underwhelming. The so-called rejuvenation effects? Subtle to the point of being nearly nonexistent. Sure, it’s a decent spot to relax after a journey, but don’t expect to walk out feeling like a new person. Other worlds offer baths that could put this place to shame, but here, it’s treated like some grand luxury.

I stumbled upon one wild dungeon in a remote mountain valley, and I’ll admit it was more challenging than I expected for this low-level mana world. The victory was primarily sweet because it was such a rare find. Don’t expect to encounter many of these; Lumis is practically barren of anything worth fighting for. It made little sense for me to take the core, so I didn’t even bother. I’ve collected bigger cores from worlds that understand what the word dungeon means.

I’ve marked the Crystal Cave, Hedge Maze of Illusions, and Mana Spring Bathhouse on the Travelers’ Map, but I don’t think anyone would find them particularly exciting. Though good luck finding anything else like it, I’ve also included the location of that hidden wild dungeon. You’re welcome, I suppose.

And let’s talk about the politics here, if you can even call it that. Under this “Lumis Accord,” the three kingdoms—Crystalholm, Azureas, and Solaria—attempt to present themselves as friendly, but it’s important not to be deceived. It’s just a cover for the petty intrigue and underhanded deals that go on beneath the surface. Each capital thinks it’s superior, but they’re all equally backward and delusional.

If you’re looking to trade, bring in high-quality metals. The so-called “enchanted” items here are weak by any respectable standard, but they still need suitable materials to cobble together their half-baked creations. You can profit from selling mithril or adamantine to their Mana Forges—but don’t even think about selling Duron. They won’t know what it is and won’t appreciate it. And when you’re ready to leave this lackluster realm, grab some of those emotion-infused crystals from Crystalholm. They’re popular in more magic-starved worlds and small enough not to clutter your Storage.

One piece of advice: don’t think you can con these people because their magic is weak. The mages may not hurl fireballs one after another, but they’ve got sneaky ways of catching liars and cheats. Their Truth Mages are on par with much higher mana worlds. Stay honest, and you’ll get by, but expect a little more.

In summary, Lumis is stable, sure, and relatively safe, but it’s a realm for beginners or those seeking a quieter, duller adventure. High-level challenges? Powerful magical artifacts? Forget it. This is a “beginners’ realm” for medium mana, if there ever was one, and that’s putting it kindly.

 

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156 Moon, 101 AR - Traveler Zara Stombin

Lumis continues to reveal itself in ways that defy initial expectations. I have recently returned from the Shifting Sands, a desert region known for the occasional manifestation of magical mirages. While disorienting, these phenomena are undeniably fascinating and serve as an ideal training ground for those who wish to refine their ability to discern reality from illusion.

The Dungeon of the Forgotten King, under the control of Azureas’s royal family, presents a unique opportunity for adventurers. For a fee, one may test one’s abilities against various challenges within its confines. The royal family of Azureas meticulously manages the dungeon, ensuring a safer environment than wild dungeons. However, this management may render the experience less rewarding for those seeking more significant risks.

While in Lumis, I visited the Beast Master’s Ranch, a facility dedicated to the breeding and training of low to mid-level magical creatures. This establishment offers an excellent setting for studying mana beasts’ behavior, free from the immediate dangers typically associated with wild encounters.

One evening, I happened upon the Whispering Glade, a locale where the concentration of mana facilitates communication with nature spirits, though these entities rarely reveal themselves. The Glade provides a tranquil environment conducive to meditation and mana regeneration.

I have duly updated the Travelers’ Map with the Shifting Sands’ locations, the Forgotten King’s Dungeon, the Beast Master’s Ranch, and the Whispering Glade.

The political landscape of Lumis warrants attention. Although the three kingdoms maintain their sovereignty, they loosely unite under the Lumis Accord, a confederation that permits free trade and travel between the realms—a significant advantage for Travelers.

For those with mercantile interests, I recommend importing simple mechanical tools. Given Lumis’s reliance on low-level magic, there is an unexpected demand for non-magical solutions. Conversely, low-mana worlds highly value subtle magical items from Lumis, such as emotion-calming crystals or ever-cool water flasks.

In conclusion, Lumis is a realm of subtle magic and concealed wonders. It rewards those who invest the time to explore its depths and appreciate its gentle yet pervasive enchantments.

 

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12 Bloom, 12 AR - Traveler Kel’ith Moisper

In the year 12, After the Revolution (AR), the people of Lumis continued to struggle with the consequences of the great upheaval that divided the once-powerful empire into three separate kingdoms. The scars of the revolution, which fractured the empire that once ruled the entire continent, are still visible everywhere. The land once known as Lumisor now contains the kingdoms of Solaria in the north, Azureas in the middle, and Crystalholm in the south. These kingdoms maintain a fragile peace, bound by trade and mutual respect for the magic that courses through their lands. As I traveled through Lumis, I couldn’t help but feel a deep sadness at the sight of a good deal of once beautiful places now lying in ruins. Yet, I felt relieved I wasn’t present during the fighting that left these scars.

Lumis is a world offering a delicate balance between the magical and the mundane. The capital, Crystalspire, stands as a testament to this balance, with its Mana Forge at the city’s heart. The sight is truly one to behold. Skilled artisans ply their trade here, using mana to enhance weapons and armor, though the effects remain subtle compared to the grand displays of power found in higher-mana worlds. Despite the lingering signs of conflict, the people are resilient and determined to rebuild and move forward, even as they carry the weight of their past.

I spent a week exploring Thornheart Forest, a place that, while not overwhelmingly dangerous, holds enough mid-level monsters to keep an adventurer alert and engaged. Within this forest, I stumbled upon a wild dungeon—an exceedingly rare find in Lumis. The dungeon presented a challenge that, while formidable, was not insurmountable. My efforts were rewarded with a modest haul of magical items, and I sold the location to the adventurer’s guild. (Maybe it’s still there, and you can enjoy it too.) Walking through the forest, I couldn’t help but imagine what it might have been like before the revolution, when perhaps the forest was a peaceful refuge rather than a battleground.

Just a few days’ journey from Crystalspire lies the Prismatic Falls, a natural wonder every Traveler should experience. The mana-infused minerals within the falls create a mesmerizing display of colors, The numerous bridges are interesting, and the waters offer minor healing properties. After my time in Thornheart Forest, the falls proved to be the perfect place to recover and reflect on the balance that Lumis strives to maintain—a balance that continues to hold firm despite its tumultuous past.

Lumis strikes this balance with precision, which makes it an ideal destination for novice to intermediate travelers. There is enough magic here to captivate the curious, but not so much as to overwhelm those still learning to navigate its complexities. I’ve marked interesting locations on the Travelers’ Map, including Crystalspire, the Mana Forge, Thornheart Forest, and the Prismatic Falls. These places, I believe, capture the essence of what Lumis offers.

Regarding trade, I discovered that the other kingdoms particularly seek enchanted textiles from Azureas. Likewise, Crystalholm’s mana-infused weapons are always in demand. For those planning to leave Lumis, I recommend taking some of Solaria’s sun-blessed herbs with you—they would fetch a reasonable price from alchemists in lower-mana worlds. Even in trade, the people of Lumis are slowly finding their way, rebuilding connections severed during the revolution.

Lumis is more than it appears at first glance. Its magic is subtle yet pervasive, and it rewards the patient and observant. Despite the sadness that lingers over the land, a quiet strength also reminds us that even in the aftermath of great upheaval, life goes on, and we can find beauty in the most unexpected places.

 

Now, I didn’t want to brag, but I was totally right. If we hadn’t read the world’s information when we got to the Gate, we would’ve missed out on a ton of exciting stuff in Lumis. I was feeling pretty pleased with myself—right up until Mahya smacked me on the back of the head and told me not to be a peacock.

She was no fun, honestly. And I still didn’t get when she’d ever seen a peacock.



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