A long time ago, I read a Dream Park novel by Jerry Niven and Larry Pournelle, which said that one tenet of Inuit cosmology was that distance travelled = accumulated power. (I don't actually know if this is true or not.)
Taking that as a base concept, any of the following variants (whichever suits you best) could be the underlying motivation for Fallim to join the Pathfinders and see the world.
1) Wherever Fallim travels by land, he traces a leyline behind him. Other Pathfinders just entering the association have also been given the capacity to do so as well. They have been told that their combined efforts will create a secret ward stretching around the planet, which can be activated in the event of another global catastrophe, like Earthfall or Aroden's supposed death.
2) As Fallim travels, he generates potential energy which is stored, somewhere, in some arcane super-battery. Other Pathfinders just entering the association have also been given the capacity to do so as well. They have been told that their combined efforts will create a well of power in some secret place, which can be used to fend off another global catastrophe, like Earthfall or Aroden's supposed death.
3) As Fallim travels, he stores away incredibly detailed information about every locale through which he passes. This exceeds even the normal divination-augmented chronicles the Pathfinders accumulate-- it is more akin to particle-level scans. Other Pathfinders just entering the association have also been given the capacity to do so as well. They have been told that the information they are gathering will help to stabilize the world, or in a worst-case scenario, to recreate it, in the event of another global catastrophe, like Earthfall, or Aroden's supposed death.
In all three cases, the effect may be achieved through
a) a specially-empowered object, some node of a greater miracle or scheme-- a tiny balsa box, or toy pavilion, barely the size of a thumb, say, with a hinged lid, or a camera pinhole-- nothing so visually impressive or memorable as to provoke robbery while on the road, and ideally nothing that Fallim's handlers could not replace in a relatively short time at some waystation, if he were to be separated from it-- or something glorious but cloaked.
b) special tattoos, painstakingly applied (perhaps in close-to-flesh-tone inks for decreased visibility) to the soles of the feet, or below the eyes and ears and nose, on forehead and fingertips. Advantage: no plot complications because Fallim has been separated from object. Disadvantage: DM is forced to flay or disenchant Fallim permanently to enable temporary blocks in his work.
c) some minor ritual, different only in subtle ways from the multitude of devotions offered throughout the day to Golarion's plethora of deities; Fallim, in the guise of a faithful pilgrim, enacts this ritual whenever his journey permits him to pause long enough, perhaps bookending it with other more well-known ritual elements and prayers. Disadvantage: effect is not continuous in its coverage of globe, then-- more like connect-the-dots. Perhaps Fallim is spurred to move from one waystation to another, preferring navigational goals which enable him to upload regularly.
In all three cases, the actual longterm effect of Fallim's efforts could be benign or malignant (or both, depending on who benefits and who doesn't.) What he believes about it need not be what he was told initially, and what he was told about it initially need not be true. In the case of 3) above, Fallim may have been told that the journey process is part of a plan by Abadar, who (according to the Pathfinder Wiki) is said to have created and to be maintaining The First Vault, "a repository [...] containing perfect versions of everything ever created or seen by civilized peoples." Abadar is also a god interested in the promotion of civilized societies, and one who has acted to protection creation from chaos in the past. (In actuality, the plan may have originated as a desperate attempt by Aroden's broken clergy to restore their deity, or by Sarenrae or Asmodeus, or Nethys; or by some powerful mage(s) advocating the Laws of Man, or his/her/their own goals.) Character Sheet: Fallim
Focused Mind, Fencer
Born to a woman who serves as a guard at the Korvosan city prison. Father tended bar nearby; was killed in a brawl. First job was helping distribute meals to the inmates, from whom he learned some not terribly nice things, about predators and prey, about fighting dirty, about looking out for yourself, and when that becomes an excuse. Grew up with the sense that, facing the prejudice of locals toward his race, his mother was somehow just as imprisoned as the criminals she guarded-- that he himself had somehow been born caged, and that he would never escape the grim windowless walls of the place allotted to himself and his mother in the world. When the chance to join the Pathfinders came along, he seized it with both hands and his teeth, so tightly that, even if an alternative came along, he might not know how to let go.
pale, dirty blonde, hazel eyes
low-key and minimalist, in any situation where he is uncertain; shy, but eager and interested when he feels secure. Kind where he believes kindness will not endanger his position excessively, or prove a waste of effort. Ready to be amazed by the richness and variety of the wide world, and hopes that it holds wonders undreamt of, but has been disappointed before, and knows that things which seem too good to be true usually are. Doesn't know yet whether the discoveries awaiting him will be worth the discomfort of reaching them.
10 x: 4d6
d6 Results: 6, 5, 2, 4 (Total = 17)
roll for gold