How to handle travel
Most of the time no meaningful conflict with pop up for the party during travel. How to handle travel is something that has plagued ttrpgs for a long time, travel is boring, but its supposed to be dangerous and a such there should be some weight to it. However, random encounters eat your time at the table and rarely offer anything meaningful to the seesion.
Either give a few brief sentences of their journey or use travel to add color and content to your world. Give brief description of what the party sees on the road as they travel. You can describe the terrain, make note of the weather, mention how busy the roads are, maybe they pass someone of importance on their way, or share a campfire and make a new friend and hear a rumor. If they have a strong reputation and are recognizable someone might pay them tribute or spit in their face.
Travel and time
Time should give some important weight to travel even if you want to skip over describing and interacting with it. Living worlds move around the players even if they stand still. If the characters are traveling for months seasons pass changing what the town is doing when they return. People die in accidents, Faen raids, or fighting each other. Surprises happen, their favorite barmaid might get knocked up, or some rich old knight decides to retire in the small town. The passage of time and the color if your world changing can be enough to add sufficient weight to travel.
Navigation and Color
Getting lost is boring, and mechanically uninteresting, plus these characters are Prae. Unless navigation is a specific interest of your group and it can lead to meaningful gameplay or plot avoid letting players get lost. Instead navigation is an opportunity to add more color to your world. Most wilderness navigation over long distances is done by landmarks. Directions they get from NPCs are likely to look like a sequence of things they will see on their journey.
"Travel west until your out of the forest, travel along the forest until you get to the river. Up the river a ways you'll find a tree bigger than all the ones around it. Climb the tree and you should be able to see a arch made of rock about half a day away. From ther you'll have no trouble finding the ruins."
Use descriptions such as this to give color to the travel, while also allowing the player to repeat it back to npcs for directions or remember it so they can get back to where they were in the future.
Travel and Content
You can also dip into content, maybe they pass a merchant with a broken wagon that begs them to stop and help giving them a choice. If they do you might reward them with a bonus in attitude for them and possibly a bump in reputation as the traveling mechant shares their story of your kindness between the towns he visits.
Maybe some highwaymen try to jump them on the road, the underestimate the PCs so you do not need to engage in conflict to deal with the situation, you can just keep the game in cotent mode and let the players decide how they want to handle the situation.
Confict and Travel
Like everything else we to give the right amount of agency to the players. They are in a world where using mana attracts the attention of monsters, use that. The Wilds are filled monsters. Using mana while in the wilds is going to attract attention from those monsters. Parties that don't want to attract attention probably shouldn't be spending mana. Parties that are forced to spend mana probably want to high tail it away from that location, and triple check that they aren't being followed by a scouting Faen.
Unless something has the Faen particularly aggressive or the party use mana they are extremely unlikely to attract monsters. he characters grew up in this world, and they took a fairly dangerous profession. They hear stories, myths, rumors or even have direct experience with the best ways of how to avoid the attention of Faen. Let the characters be good at avoiding them.
They might evidence of Faen such as tracks, corpses, a path into the woods that radiates Fae, but assume the characters are capable of avoiding their direct attention. However, if they do use mana communicate that the stakes start to rise. You might want to stay in color at first, describe them noticing some biggish bad and effectively hiding until it wanders off.
Give them obstacles, even omes they can easily overcome with gear. Using gear commits them to something it turns a flexible slot (see
gear section) into a a specific item. This is a small cost in resources but it could be a meaningful one. The goal is not just to tax the players flexible slots but allow for some creative problem solving so they are not taxed, give some context to the world and its obstacles, and to set a landmark for the obstacles they that can recognize and you or they can reuse in the future.
Content before Conflict while traveling
During travel it is important that you do not jump from color right into conflict. You want to be giving your player's agency, so enter into content. Instead of showing up right at the caves mouth, the all important clearing, tell them they feel they are getting close to the end of their journey and let them make decisions on how to proceed. Give them the opportunity to ask you questions, make some decisions, and choose how they want to approach or potentially avoid a coming conflict. They might want to scout the area to see if they find a different way into the ruins, set up camp and drop off some gear so they can pick stuff up in the dungeon, get a lay of the land so they know a bit more about what they are walking into etc.
Discoveries
Various things along the road might peak the party's interest enough to investigate. They might come across a recent fight with bloody boot prints leading off the trail. A paniced woman might run into them asking for help. While tromping through the woods they come across a ruined tower. Discoveries can offer color and content to the world.
It is important that discoveries are rarely bad, and for most of them you will want to remain in content as these are an aside from your main plot point anyway, even if they might lead into a main one in the future. The party is Prae, they are trained in combat, and unless that combat is a meaningful threat you don't need to play it out in a conflict.
They need to be rarely bad because you don't want your world to feel like touching it is the wrong choice for your players, they should want to and you should encourage them in interacting and learning about the world. If every ruined tower in the woods leads to a mimic why would anyone ever go near ruined towers.
Social System
Words can be mightier than the sword
- said by many people, in lots of different ways
Pray: to make a request in a humble manner
In our world society is complex and systems that make the interacting with people feel real also requires some complexity. Clout and prominence and are social aspects that allow you to influence other people. With sufficient clout people listen to you, act on what you say, and care about your well-being. There are a variety of factors that relate to building, maintaining, and leveraging clout. In Prae clout is distilled into attitude, trust, and reputation. Prominence relates to status in society, individuals are expected to treat those of higher and lower prominence differently than those equal to their own.
Many campaigns - exploring the wilds, seeking out Faen or ruins - will utilize only a small part of the social system. While others - city based, heroic quests - will rely heavily on building relationships and reputation. Either way characters are often meeting new people and solving or causing problems for those people. Those interactions and actions will shape the social world.