The Door Pathway's Sequence 5 Traveler,
Advancing to this sequence will lead to losing control of over their Teleportation and they will become lost in the Spirit World. This is why there is a requirement for 4 special coordinates. Have you ever heard of triangution in Minecraft speedrunning? This takes on the same effect but in a much more complicated way, furthermore the Spirit World is very hard to navigate due to it's contradictory nature of being able to take a direction but having no concept of direction.
This may be bypassed by having a way for the Traveler to return to the real world by having help from someone connected to the Spirit World like the Fool or someone from the Death pathway. It may also be possible with an accompanied spirit that may assist in moving through the directionless world. The point is to have a sense of 'where' you are in the Spirit World so that the Traveler may exit.
This also gives a certain unconventional weakness of Travelers, confusing their sense of direction. While this is unconventional, there are certain Beyonder powers that can achieve this. Not only that, their ability is based on the Spirit World, take that away and they're disabled rgely in some way.
Alone, the Traveler's abilities is their ability to travel the Spirit World and connect with reality to and from there. Because the Spirit World and reality are overpping, there is a certain point in which a Traveler can go from a point in reality to a point in the Spirit World, regardless of how out the state Spirit World's directionality is out of whack.
This direct access to the Spirit World is more than just being able to go in and out but it also belies the accessibility of what encompasses the Spirit World, information, revetions, spirits, and things that don't reveal themselves in reality can be directly interacted with here.
But what defines being a Door when the Spirit World and reality is connected so much, just how much of a connection happens when you are a Traveler? Being the door also means you have access to the keys. And potentially in higher sequences, be the lock.
While we have seen Traveling be disabled due to the connection being cut off. There have been instances where someone in a high enough sequence is able to bypass seals and open doors, take Mr. Error for example, opening several doors to escape from Evernight.
So a defining feature of a Traveler's ability comes from 'a space connected to them'. Then they are able to travel through that space as long as that 'connection' or 'door' isn't locked.
Take terminals and pnes, we can access any pce as long as it's connected to our country, some are inaccessible at the moment but utilizing connection from one pce to another, we can reach that pce eventually. You can see this behavior happen ter on as I expin.
In Context, Travelers highlight a literal sense in a connection to what is above, the Alternate Space being the Spirit World. Just like revetions of Astrology from space, revetion and intuitions from the Spirit World descend upon the Traveler.
Remember as above so is below. The Spirit World overpping with reality gives the biggest show as information from travels to and fro becoming insights that even could come from the past and future.
If a space isn't isoted, especially from the Spirit World, a Traveler would even be able to enter the Chanis Gate, regardless of the obvious danger that would pose.
Not only that, there is a significance of a Traveler being symbolized by the Magician's 1. It is manifesting oneself in two ends of a connection, being suddenly bilocated.
This is manifested when a Traveler Blinks, it's only momentary, but it's something incredible, using the elements of connection, and instantaneous opening to make something that would be impossible if not to be expined as magic.
Concerning the Traveler themselves, they must discover the sights of the Spirit World and it's interactions with reality. One can't all themselves to have completely traveled a city without seeing it's from the Spirit World.
Remember Utopia? A Traveler would have digested their potion if they travels there and explored the aspect of the Spirit World there. We can also infer from Utopia that there is a significant part of the Spirit World connected to a city and it's people. An a Traveler has all the aspects to see everything.
If there are parts of the Spirit World directly leading to the real world, there is also parts of the Spirit World just there to be the pce of vast existences and spirits. A Traveler too must step into foreign nd and meet those in the same world as them, strange strangers but not alienated aliens.
In retion to an Apprentice, we already know that an Apprentice uses Opening, which also utilizes some elements from the Spirit World.
Now that a Traveler has direct connection to the Spirit World. It is possible to use them in tandem to open instantly in two pces through their nearby connection, making a Blink happen.
But just like how getting to a far away pce needs multiple airports or transports. A Traveler's connection to his surroundings could only reach so far, to offset that, A Traveler can also use multiple Blinks consecutively to make the same effect.
Compared to Trickmaster, the Traveler's ability to connect to the Spirit World seems as much as the Trickmaster's emution of a door. They are both unique and complement each other rather than one being a stronger version of the other.
A Traveler's connection is the element that allows them to access the other side of the Spirit World without rituals that would have normally been needed. A Trickmaster's emution already allows them to make a door from reality to the other side but they couldn't follow through the connection, only allowing unusual trick and magic spells to come from the other side.
In this we can infer that a Trickmaster would have been able to Travel the Spirit World if it weren't from a demanding requirment to cause a direct connection between the Trickmaster to the Spirit World.
To the Astrologer, the Traveler's ability relies on the upgraded aspect of an Astrologer's coordination, it allows the Traveler not only to not get lost but also intuitively know where to go to avoid danger, mostly this respect is when exiting or entering the Spirit World. If only Zoro could has some of that, then he wouldn't have gotten lost in the first pce. Remember, the Spirit World is already a spontaneously dangerous pce, a passing entity once passed by in the Death of Ince Zangwill battle so a Traveler would know where to and not to.
To the Scribe, the Traveler has an even better pen than before. As we know the principle of a Scribe's recording, it is by using the soul for pen and paper, this is them recording their Experience. By that same phenomena, the Traveler's expertise in using their soul has extended to being able to move things, which is Telekinesis, though the use of Mind, which is specifically a part of the Traveler's soul.
This is the Fifth Domain, Connection. It's not only able to take faint connection but also turn it into direct connection, allowing not just a normal connection or indirect connection but a close tie, a pce from here to there instantly.
In Empiricism and Pragmatism, is Connection, Experience, Coordination, Door Emution, and Opening.
Principles are,
1. Travel to pces, learn of every aspect about it, utilizing it's connection to the respective pce in the Spirit World.
2. Travel to various pces in the Spirit World experiencing every aspect about it.