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Travelers and Companions 101
Emotional Needs
All Children have an emotional need that is not being fulfilled. Whether it’s for happiness, friendship, validation, safety, etc. The strength of this need is what calls their Travelers to them and what ultimately allows them to leave their world behind.
(Note: Companions cannot leave their world without Travelers)
Throughout their travels they are fulfilling that need. The longer they travel the more that need is being fulfilled until they finally reach a state where the need is no longer there. At this point their Sight fades and they are returned to their old lives at the exact moment that they left.
Physical Traits
All children who have the Sight also have a unifying physical trait, a birthmark on their face or necks. This is a trait they share with Travelers.
Dreaming Vs. Seeking
Dreaming is when a Child chooses to view their journeys to other worlds as nothing more than a long dream. They forget their Traveler and go on with their lives with a sense of fulfillment.
Seeking is when a Child refuses to forget their journey and tries their best to recapture their Sight. Seekers are the ones that are tracked down by the Homes and are offered a chance to regain their Sight.
Travelers are Children that regain their Sight and wish to continue their journeys. They transform into animals and forget their human lives. They do however remember their journeys and will often recognize their former Traveler as a friend or mentor.
Appearance
Travelers are animals with birthmarks on their face or neck. They can be any kind of animal from a Dog to a Dragon, a Fish to a Bee. Typically speaking when traveling between realities they are between the size of a house cat and a horse. Once in a reality they tend to take on the size of their respective animal species.
The change in size is usually made so that their companion can hang onto them while traveling through realities.
Abilities
Travelers have omnispeach which means they can communicate in any human or animal tongue. A few are even proficient in the tongue of plants or other elements. Companions tend to develop a similar ability to speak any human or animal tongues as they travel. In the beginning it is usually the Travelers who simply translate everything for them.
Travelers also have the ability to move through the Ways, which is basically the hidden paths that exist between all realities. They are not the only creatures with this ability although they are among the very few that can take others with them.
Homes are group homes where Companions are sent if they refuse to let go of their sight. They are run by Guides and are usually billed as “group homes for troubled youth” to their family.
The actual Homes themselves vary in size and are usually converted bed and breakfasts or family homes.
Their will be rooms for the children to stay in, usually shared, and small classrooms where the kids can be homeschooled.
They also have at least one “therapist” whose job is to give the kids “group therapy”.
Usually what this is however is times where the children talk about their journeys and do their best to remember their Travelers.
It is designed to help them get back their Sight.
Family Problems
When Companions return home they are often deemed troubled by their friends and family. They will talk about traveling to different worlds and insist that their are animals moving between realities. Or they will simply retreat into their own world and refuse to engage with their families at all.
So the people that run the Homes will contact the families directly. They will talk about their group home facilities where the children will get around the clock care for their mental/behavioral issues.
Guides
Once a child is allowed to come to the group home they will be introduced to the Guides properly. Guides are Companions that regained their Sight but chose to stay on Earth rather than continue their journeys.
They can see Travelers but cannot leave Earth. Instead they have the ability to track down other newly returned Companions and offer them a safe place to stay until they regain their sight or accept that it was all “just a dream.”
The Guides run the Homes.
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