Overview
Void travel is movement through or along the void, most often by gates, gate activators, or Zal'therak's edge-of-void magic. Travelers cross distant regions and worlds through gates, gate activators, or edge-of-void paths. Each route depends on power, orientation, and a usable exit.
Methods
Gate travel can open directly into the void or form a controlled gate-to-gate passage. Travelers navigate by visible exit lights, gate signatures, tethers, activators, or an experienced guide. Belanor can guide companions through the void, sense nearby gates, and use activators to create a lighted exit. The gate sequences used by Thiravos and Theryssa can bypass open void travel by linking one gate directly to another.
Silas / Malcairn and Zal'therak use an edge-of-void method. Zal'therak teaches Malcairn to stay near the surface of the world during movement through the void's edge. The method lets Silas cross terrain quickly, hide in shadowed nearness, and carry travelers through dangerous routes. Its strict limits require path knowledge; deeper falls into the void are dangerous; Varnhallow blocks the method.
Warp drives in the Malverand Intergalactic Empire also couple to the void through a partial breach that drags a ship along its edge. Imperial warp travel therefore uses void-edge mechanics. Direct warpship transit through the void is a research possibility.
Hazards
The void is black, cold, disorienting, and poor in usable essence. Travelers can become lost, drift after a gate closes, wait near a gate for years, or lose the ability to exit safely after too long inside. Some magic still works there, including aether propulsion, barriers, gate activators, timerifts, and Silas's edge-opening technique. Travelers need a working spell or device and a route to an exit.
The void also contains dangers beyond exposure. A massive being moves through it. Prolonged exposure threatens a traveler's body, stability, and sense of time.