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Nerdarchy > Uncategorized  > How News Travels in a Fantasy World

How News Travels in a Fantasy World

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Happy New Year. As we turn the calendar  to celebrate the new year, I ask how news travel without technology. In a fantasy world, information is power — and how that information spreads can shape politics, adventures, and entire campaign arcs. While “a traveler at the tavern tells you…” works in a pinch, thinking more deeply about how news actually moves through your world adds texture, realism, and storytelling opportunities.

Let’s explore the many ways news can travel in a fantasy setting, from mundane messengers to magical marvels, and how you can use them as tools for plot, tension, and worldbuilding.


The Old Reliable: Word of Mouth

The most common method — and often the least reliable.

How It Works

  • Travelers, merchants, pilgrims, mercenaries

  • Tavern gossip and dockside rumors

  • Caravan guards trading stories at waystations

Why It Works in Play

  • Information mutates as it travels

  • NPC bias and misunderstanding add drama

  • Allows DMs to foreshadow events imperfectly

Story Hook

The party hears three different versions of the same battle — and all of them contradict each other. Which one is true?

Word of mouth is ideal for rumors, half-truths, and propaganda.


Notice Boards & Public Bulletins

A classic for a reason — and wildly flexible.

Common Locations

  • Town gates

  • Market squares

  • Adventurer guild halls

  • Temples

  • Inns and caravans

What Might Be Posted

  • Bounties and wanted posters

  • Missing persons

  • Job offers from nobles or guilds

  • Religious proclamations

  • Political decrees

  • Event announcements or festivals

Worldbuilding Twist Ideas

  • Color-coded notices (red for danger, blue for trade, gold for royal decree)

  • Stamped by authority (guild seals, wax crests)

  • Layered with graffiti that adds commentary or misinformation

  • Magically updating boards in major cities

Bulletin boards are perfect for giving players choice while making the world feel alive.


Animal Messengers & Couriers

Carrier Birds (and Beyond)

  • Pigeons, ravens, owls

  • Hawks trained by military orders

  • Fey-touched animals that always find their way home

Fantasy Variations

  • Clockwork birds powered by artificers

  • Elemental spirits carrying messages in wind or flame

  • Druids sending messages through animal networks

Plot Hooks

  • A message never arrives.

  • A bird is intercepted or killed.

  • A rival faction steals and replaces messages.

These systems feel grounded while still allowing for mystery and delay.


Magical Messaging (But With Limits)

Magic shouldn’t always be instant or consequence-free — limitations make stories better.

Common Magical Methods

  • Sending / Message spells – Short, costly, limited

  • Sending stones – Rare and controlled

  • Scrying pools – Often one-way and politically sensitive

  • Illusory messengers – Can be intercepted or dispelled

Interesting Constraints

  • Only works at certain times of day

  • Requires attuned focus crystals

  • Causes exhaustion or madness with overuse

  • Messages can be intercepted by rival mages

Magic should feel powerful, but never trivial.


News as Performance: Bards & Town Criers

Bards as Living Newspapers

  • Spread news through song and story

  • Add flair, bias, and exaggeration

  • Carry reputations across regions

Town Criers

  • Official announcements

  • Curfews, executions, declarations of war

  • Often funded or controlled by the ruling class

Fun Twist

A bard’s popular song about the party becomes so well-known that enemies recognize them instantly.


Organized Information Networks

For more advanced or political settings:

Guild-Based Communication

  • Merchant consortiums sharing trade news

  • Thieves’ guilds using coded signs

  • Mage circles exchanging sealed reports

Religious Networks

  • Temples acting as information hubs

  • Pilgrimages spreading doctrine and rumors

  • Visions interpreted as divine news

Spy Networks

  • Dead drops

  • Invisible ink

  • Memory-altered couriers

  • Magical tattoos that fade after reading

These are perfect for intrigue-heavy campaigns.


Creative & Weird Methods (The Fun Stuff)

If your world leans fantastical, get strange:

  • Whispering Trees – Forests that remember secrets

  • Dream Couriers – Messages delivered through shared dreams

  • Living Newspapers – Mimics that read headlines aloud

  • Echo Crystals – Replay recorded moments

  • Prophetic Weather – Storms that signal political upheaval

  • Message Bottles that Walk Back once read

These methods instantly establish tone and setting.


Using News as a Storytelling Tool

Instead of thinking “how do players learn this?”, ask:

  • Who controls the flow of information?

  • Who benefits from lies or delays?

  • What happens when the news is wrong?

  • How fast should information travel in this world?

Great Uses in Play

  • Build tension before a reveal

  • Show consequences of player actions

  • Introduce distant threats

  • Create misinformation arcs

  • Make the world feel reactive


Final Thoughts: Information Is Worldbuilding

How news travels says everything about a setting:

  • Is it safe or dangerous?

  • Centralized or chaotic?

  • Magical or mundane?

  • Honest or corrupted?

By thinking beyond “someone tells you,” you turn information into a living system — one your players can manipulate, disrupt, or even control.

And once they do?

That’s when the world really starts responding.

Thanks for reading. Until Next Time, Stay Nerdy!!

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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.

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