
The Travel Journal
On Quisicosas since 24 September 2026
Featured in the newsletter of
24 September 2026 (on Substack)
What it is about
A journaling and world-building game for solo players, GMs, writers, and anyone who wants to discover a world one day at a time. You are a traveller on a long and arduous journey. Divide the road into Segments, use cards to shape its Strain, Landscape, and Difficulty, then write day by day as the world unfolds through curiosity, observation, contact, and struggle. Contents: Why Play?, FAQ, Play Tips, Example Journey, Inspiration, Worksheets, Links WHY PLAY THE TRAVEL JOURNAL? Use it when you want to create a journey, discover a world beyond the next hill, or find out what it costs to get from one important place to another. The Travel Journal turns distance into worldbuilding. A difficult road can reveal a broken bridge, a local custom, an old battlefield, a new friend, a dangerous group, or a place worth returning to. Each Segment gives the journey a different shape, while your writing decides what matters. Play alone to build a setting from the ground up, prepare travel material for a campaign, write through a character's journey, or fill in the blank spaces of a novel. GMs can use it to discover routes, settlements, threats, and rumours between known locations. Set a goal before you begin when you want the journey to lean in a particular direction. You might want to reach a distant city, deliver a letter, escape a dangerous place, investigate a rumour, cross a hostile border, map an unexplored region, or find out why nobody uses the old road anymore. Play through one Segment for a short writing session, follow a complete journey over several days, use it between campaign sessions, or return to the same travelogue whenever your world needs another road. FAQ Q: Do I need to be a GM? A: No. The Travel Journal is designed for one player. GMs and writers can also use it to prepare journeys, discover locations, or build a world from the traveller's point of view. Q: What languages are available? A: So far English and Korean are available. Message me if you would like it translated into another language. Q: What do I need to play? A: A standard deck of cards, four six-sided dice, and something to write in. The Journey Log worksheet is recommended for at least your first Segment. Q: How much do I need to write? A: As much or as little as you need. The rules suggest 1–99 sentences per day. One clear sentence can be enough for an ordinary day; write more when something deserves attention. Q: How long is a Segment? A: Usually 4–13 travel days. The cards determine the length, Strain, and changes to the journey, while you decide what those changes mean in your world. Q: Do I need to know the setting before I begin? A: No. Start with a destination and a reason to travel. The journey can reveal the terrain, culture, dangers, and settlements as you write. Q: What is Strain? A: Strain represents the traveller's ongoing struggles. Depending on the Segment card, it may be Physical, Mental, Social, or Cost-related. Let it appear in the writing as aching feet, uncertainty, language barriers, lost supplies, tolls, fear, worn gear, or other pressures. Q: What are Story Dice for? A: Story Dice create or grow a Seed: a small cycle of Drive, Problem, and Action. The Seed can belong to the traveller, another person, a group, a settlement, or something happening far away. Q: Do I need to write every day in detail? A: No. Consider each day, but let quiet days stay quiet. A day with no major event can still be a sentence about weather, food, tiredness, a new view, or the shape of the road ahead. PLAY TIPS Start With A Journey You Can Picture: “I am travelling from the river city to an old mining town before winter closes the pass.” Let Strain Stay Present: “The straps of my pack have rubbed through my shirt again.” Write One Day At A Time: “I saw the first black pine of the high country today.” Use Near, Middle, And Far: Near: wet socks and cold breakfast. Middle: a river crossing. Far: mountains hidden behind rain. Put Waypoints Where The Journey Needs A Turn: A crossroads, an old shrine, a ruined castle, a market town, or a choice between bridge and ferry. Let Story Dice Affect More Than The Traveller: A village needs help. A caravan is hiding something. A local ruler wants a road reopened. Keep The Journey Log Clear: Segment 1. Physical Strain. Hard road. Food scarce. Waypoint: flooded bridge. EXAMPLE JOURNEY LOOK AHEAD — “Hammer Street in the Market District of Bana.” CHECK THE MAP — “Forty days, give or take.” ADJUST YOUR CLOTHES — “Late autumn, just in time for harvest season.” TIGHTEN YOUR SHOES — “Gravel roads for some days, then who knows?” SAY GOODBYE — “Seeking out a master smith in hope of getting an apprenticeship.” DEEP SIGH — “Those heavy clouds.” FIRST SEGMENT (DAY 1 - 6) 🎴 Segment Card [6 ♥] — 6 DAYS. STRAIN: PHYSICAL. 🎴 Landscape Card [8 ♠] — FOOD changes. DIFFICULTY +1. 🧩 Farmlands. DIFFICULTY: HARD — rain, flooded ruts, and muddy fields make an otherwise easy road tiring. DAY-BY-DAY 🎲 [1] RECOVERY — Day 2. 🎲 [3] NATURE — Day 3. 🎲 [4] PEOPLE — Day 4. 🎲 [5] STORY — Day 6. DAY 1 Wet. It was almost as if the moment I stepped out the door, the heavens opened up. This first portion was supposed to be easy, but through the mist and clouds I can't even see Mount Oden ahead. DAY 2 — RECOVERY Soup cures all aches! The rain hasn't let up for even one second, but after a miserable first day spent under a tree I got to sleep in a farmer's barn. She didn't even want anything in return for the hospitality, food and shelter. I guess harvest does that to people? DAY 3 — NATURE The clouds pulled back today, and I spotted an elk in the distance!! They're not often seen in these parts, so I was surprised and pretty delighted. My feet were almost dry when I made camp this evening. I was allowed to pitch my tent in a field. DAY 4 — PEOPLE Mount Oden looks bigger up close, my feet ache at the thought of having to cross it. Speaking of crossing, I met a young couple today that tipped me off to a shortcut. Right across the stream, instead of taking the long road to the bridge. Walking over the log, I felt like a real adventurer for the first time! DAY 5 Seems like I got ahead of myself yesterday and convinced myself that crossing a river is the same as crossing an idle stream. It was not. I saved my backpack, though my bread turned into soup and my wineskin drifted off. The bleeding on my knee has stopped, but not the pain. DAY 6 — STORY Something curious happened today. As I prepared to embark from a little hamlet called... What was it? Anyway! I spotted two armored guards. They were in the service of the countess. Apparently they were looking for a jewellery thief! ACTION: Increased guard patrols on the road. SECOND SEGMENT (DAY 7 - 13) 🎴 Segment Draw [Q ♦] — WAYPOINT. Pocket for Day 10. 🎴 Segment Card [7 ♣] — 7 DAYS. STRAIN: SOCIAL. 🎴 Landscape Card [6 ♥] — WATER changes. DIFFICULTY unchanged. 🧩 Foothills and swollen tributaries. DIFFICULTY: HARD — wet slopes, cold fords, and unfamiliar local customs keep every day difficult. DAY-BY-DAY 🎲 [2] HICCUP — Day 7. 🎲 [4] PEOPLE — Day 10. 🎲 [3] NATURE — Day 12. 🎲 [6] JOKER — Day 13. DAY 7 — HICCUP Today I messed up. I managed to offend the innkeeper by picking the wrong table. Who knew? So instead of sleeping on a warm mattress as planned, I'm on my bedroll outside the village. At least I got to eat their famous stew before I got the boot. DAY 8 The lake air is cold. The way the fog drifts in from the shore seems to chill my bones. Locals made fun of me for trying to cross the moors without a map. Maybe I should consider it? Mount Oden looks almost menacing now that it stands between me and the afternoon sun. DAY 9 Apparently, greeting people you meet on the road here is considered rude if you don't know them. This might be why they said I should have a map, since you can't ask people for directions without getting scowled at? I've heard a strong whooshing sound today, and it seems to get closer as I walk. DAY 10 — Q WAYPOINT, PEOPLE I finally figured out what that sound was. Just across the ledge from the road was where the snow melts from Mount Oden and into the river. I suddenly came upon a huge waterfall of icy cold water. Curiously, I met that young couple again, there bathing in a nearby lake. I shared the rest of my smoked ham with them, as a thank you for the shortcut. DAY 11 At the mountain slopes, my boots are starting to fall apart, I think. The climb has started, but I've noticed it more in my knees than visually. Finally, I've reached what I think people refer to as mountain air. I don't think I ever want to go back to chimneys and fish markets. DAY 12 — NATURE While not very knowledgeable about growing things, I do know cloudberries. Today I spent an inordinate amount of time gathering berries. Of course I can't eat them all, but they might fetch a good price at the next town — should I get there quick enough. DAY 13 — JOKER (STORY) I can't believe I did that! Today, I was in the Town of Ashburn, minding my own business at the market. My mood was great, since I'd traded the berries for a map (finally). I was sat at a table in the marketplace, enjoying lunch when that young couple came tearing through the square with guards on their heels. Yanna, the most talkative of them, slipped something into the palm of my hand as she passed. A silver necklace. I didn't report it. Am I a criminal now? PROBLEM: The young couple are thieves. THIRD SEGMENT (DAY 14 - 19) 🎴 Segment Draw [J ♥] — WAYPOINT. Pocket for Day 16. 🎴 Segment Card [6 ♦] — 6 DAYS. STRAIN: COST. 🎴 Landscape Card [6 ♣] — POWER changes. DIFFICULTY unchanged. 🧩 The lower slopes of Mount Oden, with a guarded toll road. DIFFICULTY: HARD — short climbs, loose stone, tolls, and patrols replace the wet lowlands as the main obstacle. DAY-BY-DAY 🎲 [1] RECOVERY — Day 14. 🎲 [2] HICCUP — Day 16. 🎲 [5] STORY — Day 18. 🎲 [4] PEOPLE — Day 19. DAY 14 — RECOVERY The couple was nowhere to be seen, so I simply moved on. In a fit of panic I paid a carriage to get me to the next town and now I'm way over budget. Luckily the stable here needed help repairing horseshoes. DAY 15 I got to sleep in the stable and the owner fed me. Travelling in autumn finally paid off: after supper, I was served a slice of apple pie. It was worth the whole ordeal with the necklace, which I do still have in my backpack. I just have a feeling that I'll run into them again. DAY 16 — J WAYPOINT, HICCUP There was a choice at the foot of the mountain: the old cart trail, where nobody asked questions, or the countess's toll road. I chose the toll road because it looked safer. Bad choice. The guard charged almost everything I had left, then searched my bag for stolen goods. I hid the necklace inside my boot and spent the rest of the day walking with a silver chain digging into my ankle. DAY 17 The road has become less of a road and more of an argument with the mountain. Carts move slowly here, and every few hours somebody has to stop and push a wheel out of the mud. I can smell wet horse, woodsmoke, and something sharp from the rocks whenever the wind turns. DAY 18 — STORY At supper, I overheard two guards talking. The countess has offered a reward for a silver necklace before it reaches Bana. They did not say why it matters so much. I tried not to look worried, which probably made me look exactly like somebody carrying it. DRIVE: The countess wants the necklace recovered before it reaches Bana. DAY 19 — PEOPLE I met a wheelwright named Tessa beside a broken wagon. I helped hold the horse still while she fixed a shoe, though I mostly just got mud on myself. When I mentioned I was looking for an apprenticeship, she said Hammer Street is full of masters but short on patience. She told me to ask for Master Caldra at a forge called The Nine Nails. FOURTH SEGMENT (DAY 20 - 27) 🎴 Segment Card [8 ♥] — 8 DAYS. STRAIN: PHYSICAL. 🎴 Landscape Draw [K ♠] — WAYPOINT. Pocket for Day 22. 🎴 Landscape Card [10 ♠] — FOOD changes. DIFFICULTY +2. 🧩 Mount Oden’s high pass: snow, scree, and thin food supplies. DIFFICULTY: EXTREME — there is no reliable road now, only narrow ledges, deep snow, steep drops, and whatever food can be carried. DAY-BY-DAY 🎲 [3] NATURE — Day 20. 🎲 [2] HICCUP — Day 22. 🎲 [6] JOKER — Day 24. 🎲 [5] STORY — Day 27. DAY 20 — NATURE The trees stopped without warning today. Above them there were only black rocks, snow, and tiny birds that seemed much too cheerful for this place. I saw a mountain goat standing on a ledge that I would not even crawl across. It looked down at me like I was the strange animal. DAY 21 I have started rationing bread. It tastes like wet paper now, but I am trying not to complain. Every step uphill makes my knee remind me of the river. Mount Oden has stopped looking beautiful and started looking expensive. DAY 22 — K WAYPOINT, HICCUP I reached Snowstep, the last proper settlement before the pass. It is mostly a tavern, a storehouse, and a cluster of sheds clinging to the mountain. A notice about the jewellery thief was nailed outside the inn. I spent too much money on a place in the stable because I did not want to sleep in a room full of guards. DAY 23 The food here is all dry biscuits, onions, and a sort of grey porridge. Still, it is warm. A woman at the stove told me that nobody crosses the pass without losing something: a boot, a mule, a friend, or a good opinion of themselves. I laughed, but I do not think she was joking. DAY 24 — JOKER (STORY) Yanna found me before dawn. I nearly screamed. She said the necklace was not simply stolen jewellery. The clasp opens around a thin strip of silver marked with an old mining seal. She claims it proves that the countess took the Oden mines from her family. I do not know whether I believe her, but I do know the guards are looking far too hard for one necklace. PROBLEM: Anyone carrying the necklace will be treated as a thief before they can learn what the silver seal means. DAY 25 The weather cleared for half a day, which was enough to make everyone leave Snowstep at once. I joined a small supply train heading over the pass. Nobody spoke much. Even the mules seemed tired of the mountain. DAY 26 Today was just walking, slipping, climbing, and trying not to look down. My hands are sore from grabbing rocks, and I have eaten the last of my apples. The view from up here is huge, though. Beyond the pass I can see dark forests stretching all the way to somewhere that might be Bana. DAY 27 — STORY We saw riders below us on the southern trail. Before they could reach the supply train, two figures on horseback appeared farther east and took off through the snow. The riders followed them. I think Yanna and her partner made themselves into a false trail. ACTION: Yanna and her partner draw the patrol away from the old pass road. FIFTH SEGMENT (DAY 28 - 32) 🎴 Segment Draw [A ♣] — WAYPOINT. Use as K. Pocket for Day 30. 🎴 Segment Card [5 ♠] — 5 DAYS. STRAIN: MENTAL. 🎴 Landscape Card [4 ♦] — CULTURE changes. DIFFICULTY -1. 🧩 A deep pine valley beyond the pass, with scattered border hamlets. DIFFICULTY: HARD — the descent is safer than the mountain, but steep root-covered trails, unfamiliar customs, and long quiet days make the traveller doubt every choice. DAY-BY-DAY 🎲 [1] RECOVERY — Day 28. 🎲 [3] NATURE — Day 29. 🎲 [4] PEOPLE — Day 30. 🎲 [5] STORY — Day 32. DAY 28 — RECOVERY Going downhill hurt in a different way, but at least the air grew warmer. I slept in a forester's hut with a real blanket and a bowl of something that tasted mostly of garlic. I could finally feel my hands again when I woke up. DAY 29 — NATURE The pine forest is so quiet that I keep expecting someone to tell me off for making noise. The trees are taller than any building back home. Their branches hold the last of the snow, and every now and then a whole patch drops onto the road with a sound like someone emptying a bucket. DAY 30 — A WAYPOINT, PEOPLE I reached a little logging town called Briarhearth. There were woodcutters, mule traders, and a small forge beside the river. I met a copper-worker named Ressa, who watched me repair the buckle on my pack and asked where I had learned it. When I told her about Bana, she wrote Master Caldra's name on a scrap of paper and told me not to lose it. DAY 31 I should be excited. Bana is close now, and I might actually get the apprenticeship. Instead I keep thinking about the necklace and whether the guards will still be waiting at the city gates. I have hidden it so many times that I am beginning to forget where it is. DAY 32 — STORY Ressa told me that Master Caldra needs another pair of hands before the midwinter orders begin, but only takes apprentices who can prove they will stay the winter. I have no money for a guild fee and no family name to offer. DRIVE: Master Caldra needs an apprentice before the winter orders arrive. SIXTH SEGMENT (DAY 33 - 40) 🎴 Segment Card [8 ♦] — 8 DAYS. STRAIN: COST. 🎴 Landscape Draw [Q ♥] — WAYPOINT. Pocket for Day 38. 🎴 Landscape Card [3 ♣] — POWER changes. DIFFICULTY -2. 🧩 Stone roads and crowded approaches to Bana. DIFFICULTY: EASY — maintained bridges, regular traffic, inns, and city patrols make the road physically easier, even if everything costs more. DAY-BY-DAY 🎲 [2] HICCUP — Day 33. 🎲 [4] PEOPLE — Day 35. 🎲 [1] RECOVERY — Day 37. 🎲 [6] JOKER — Day 40. DAY 33 — HICCUP The first paved road I have seen in weeks was also the first place where a passing wagon threw mud directly into my face. The driver stopped to apologise, then charged me for a ride after I asked if I could sit in the back. I walked instead. DAY 34 There are people everywhere now. Traders, pilgrims, soldiers, people selling onions, people selling maps, and one person selling tiny painted birds for some reason. I saw a sign pointing to Bana today. I think I smiled at it for a full minute. DAY 35 — PEOPLE I met three apprentices travelling back to the city after visiting their families. They talked about their masters the way soldiers talk about battles. One of them knew The Nine Nails and said Master Caldra is difficult but fair, which sounds much better than difficult and unfair. DAY 36 I can smell Bana before I can see it: smoke, hot metal, horses, frying onions, and too many people in too little space. The road is wide enough for carts to pass without anybody shouting. I did not know that was possible. DAY 37 — RECOVERY I spent the night at a caravan inn just outside the city. The bath cost more than it should have, but I would have paid double. My knee still hurts, but not enough to ruin tomorrow. DAY 38 — Q WAYPOINT The Gate of Hammers is bigger than any gate has a right to be. Above it stands a bronze statue of a smith holding a hammer over an anvil. The sound from the city behind it never stops. I stood there for a while and wondered whether I looked like somebody who belonged on the other side. DAY 39 Hammer Street is exactly what it sounds like. Every shop is ringing, smoking, shouting, or all three. I found The Nine Nails near the market square, but the door was closed. I will go back in the morning with Ressa's note and try not to look terrified. DAY 40 — JOKER (STORY) Master Caldra read Ressa's note, watched me fix a broken clasp on a tool belt, and told me to return tomorrow for a week's trial. Then I asked whether she recognised the mark on the necklace. She stopped smiling, locked the forge door, and said, “Where did you get that?” ACTION: Return to The Nine Nails at dawn with the necklace. INSPIRATION Music and Ambience I listen to this channel a lot when I write. It is a channel of atmospheric music, made without AI. The channel does not endorse this game; it is simply something I want to recommend. Blue Turtle's YouTube Channel Where Are You Going? Make a choice. Either enter something vague and let the specifics emerge during your journey or be specific from the start. Personally, I like to follow Taylor Swift's method of being oddly specific. 1. Simple destinations: Abandoned Mining Town, Border Village, River Crossing, Last Sighting of Family Member. 2. Specific destinations: Border Village of Copperpot. Last Waystone on the Farthing Road. Summit of Mount Oden. Great Arena of Arlos in the City of Bana. Red Cliffs of the Western Frontier. Port City of Ukar. (Names borrowed from Tale: the role-playing game) Why Did You Leave? The reason is important. It drives the Traveler forward whenever things get tough. If you keep the reason vague, at least be clear about the apparent motivation, like: Urgent, Personal, Emotional, Tradition, Honor, Family. Deliver a letter. Find work. Escape a debt. Visit a dying relative. Carry news. Search for a missing person. Reach a pilgrimage site. Join an expedition. Follow a rumour. Return home. Leave home for good. How Do I Write A Day? Use the tips in the leaflet as ingredients. To give an entry variety, incorporate one or two of the following: Strain or Difficulty, an Unanswered Question, World Lore, or People Lore. Describe those ingredients with more than one sense: sight, smell, sound, touch, or temperature. Between details, shift your perspective between Near, Middle, and Far. “Day 17: Today I was blindsided by a sudden change in the weather. I ate the lunch I bought back in Copperpot beneath a tree. Mount Oden is still visible in the distance. Curious: after living in a city for so long, I had forgotten the smell of rain. Onwards!” How Do I Use A Story Die? There's two philosophies, maybe more, depending on what you want to use the Travel Journal for. On one end, you can use the Story Die to craft a storyline for your character - for the use in a novel or other fiction. On the other you can use the Story Die to populate your world with organic story seeds - to be used in games. The intent is not to complete step by step, first drive, then problem and finish with action. Sometimes you walk into the Action: A count increased the nightly patrols along the main road into town. Why? That would be an open question of a problem and the drive that preceeded it. What Can A Waypoint Be? Waypoints are moments in the journey that feel different in scope and texture. They can matter to the story, change the pace, or simply give the traveller something new to notice. J. Jack is a choice: Crossroads. A broken bridge. Detour with carriage or shortcut on foot. Avoiding escalating conflict or hurrying through area. Start the mountain hike now or hope that the weather clears. Q. Queen is a notable place: Ruins, of course. Great landmarks. Recent battlefield. River rapids. Site of a bandit attack. Natural wonders. Troll's feeding grounds. Major roadside shrine. Natural border or enforced border with patrols or toll posts. Monuments. K. King is where people gather: Border village. Farm hamlet. Harbor town. Tribal grounds. Seaport. Hunting Camp. Metropolis. Marketplace. Castle. Farmhouse. Shanty town. Forest Village. Tree-houses-for-pointy-ear-people. WORKSHEETS Use the Journey Log worksheet for at least your first Segment. Record the Segment's length, Strain, Landscape, Difficulty, Waypoints, and Story Dice before you begin writing its individual days. The worksheet is not meant to restrict the journey: Use it as a travel map and to help you keep track of the game's technical stuff. When you're comfortable without, nothing beats pen and paper. Download it below (Marked as a free demo) LINKS The Infinite Tavern Game The King's Feast The Living Garden — coming soon

