[This story takes place on a flat world with magic. One side of the world contains an infinitely tall glowing blue wall which advances across the ground at a walking pace. Anything that passes through the wall disappears. Locals call it simply "the Blue" and migrate across the land to stay ahead of it. A human who sacrifices a body part to the Blue gains magical powers.] (The presence of the wall provides a singular source of magic, a destination for the Player, and a key element that differentiates this world from other fantasy settings, in particular the need to move or migrate regularly.)
[Cardinal directions on the plane are bluse, gree, rise, and set. Bluse is toward the Blue and gree is away from it. Rise is the direction of the sunrise and set is the direction of sunset. Society is stratified into three broad categories: greefolk, who live far from the Blue; blusefolk, who live nearby; and middlefolk, who occupy the region in between. In general, greefolk are wealthier, with access to fast means of travel. Because the Blue grants magical powers, blusefolk are often more magical or strange individually, and even greefolk often travel there to gain power. But the highest concentrations of magic and civilization are floating greefolk cities far from the Blue.]
[The main plot: In the first act, Prota sets out to obtain a magic from the Blue. In the second act, their magic helps them uncover an important secret about the nature of the Blue.]
[This is a long quest.]
(The beginning will be a short quest to establish Prota's goals and to give the Player a feel for the world and its society. The Player will be told their current situation and starting goal. The Player should also be told of some possible dangers and given at least one choice in how they proceed. They will face escalating challenges and dangers along the way. The primary goal is to challenge, not kill, the main character, but some later obstacles may be lethal.)
[The Blue is a popular travel destination for those seeking power, including the wealthy. Prota will be a middlefolk with some resources, but carrying too much wealth could make them a target. There will be some established safe camps in some areas, taking visitors for a price, but bandits will also be present.]
To start, the Player will be offered three suggestions for travel to the Blue. Hiring a guard, accompanying a pilgrim caravan, or meeting an experienced relative who escorts travelers to the Blue. Alternatively, the Player may examine their options further, or choose a different approach.
[Prota's uncle, Glint, is an experienced traveler. Glint possesses shapeshifting magic. He recently got into a fight with bandits. He is alive, but will be late in returning if Prota waits for him.]
Prota is young, but old enough to be making this journey on their own.
[Prota is 19 years old.]