If you want to join the carnival, write up your own entry and post it in a comment below, send me a link (my username at gmail.com) or ping me on the 'blog-carnival' discord channel. I will gather all the participants into a wrap-up post on July 1st.
For my own contribution, I want to talk about subsea travels, because it looks like a bit of a gap and seems like something fun to try.
This starts with the question of who is travelling around beneath the ocean? Lots of things down there move around a lot - fish shoals, nomadic aquatic peoples, etc - with relatively fewer fixed groups - reefs, laired monsters, undersea cities - compared to the surface. Being highly mobile - a flyer equivalent - is much easier, where one can allow currents to carry you around, or just sleep 'on the fin' as you float about.
So we have a large group of nomads and wandering folk and we can add trade between fixed locations, hunting parties and others coming and going from those places. What of the voyagers in the deep? What are the beasts of burden, the wagons and other means for travellers in the ocean depths?
First - beast of burden in classic fashion - big fish, other mighty creatures can serve. You will have a big split here between turtles, whales, dolphins etc that need to surface to breath and things that can stay down in the depths
Second - neutral bouyancy wagons - cargo floated along - just needs to be bouyant enough to stay off the sea floor then you can drag it along. That could be through captured air, harvested swim bladders, blocks of floating wood like cork or some manner of rock. Light enough to be bouyant in the deeps can still be surprisingly heavy. Drag in water is going to be much higher so long-haul volume trade is more difficult. Bulky things get processed down to small, valuable before being moved in the currents or they are walked along the bottom
Third - big things can be marched along the bottom by giant crabs or other such critters - either pulling them on sleds or floating them along just above the bottom.
Fourth - trade routes will tie to the currents, some routes will be ring-routes, where it is easier to return to your start by following a current the whole way around a sea than to try and fight it all the way home. It may well be possible to follow shallow currents one way and deep currents back. Alternatives will be surfacing, using sails to counter a current, or marching along the bottom.
We have an awful lot of seabed in a typical campaign map
