Adventuring 101

Getting Around

MOVEMENT


TRAVEL

travel - information on how to get around the world of Alyria

 The world of Alyria is vast, and there are several ways of getting around.
 The first and most basic is simply walking, traveling under the stars with
 a sextant and coordinates provided in the Novice's Atlas, or the help-
 files. This can be exhausting, so let's look at some of the alternative
 methods, detailed below:

 SHIPS
 Sponsored by the Council of Seven, several ferry routes span the world;

  -The famed Merdraco travels to each main city in a crescent, looping
   back on itself. 
  -The Hallowhold ferry travels from the docks of Lowangen (Sepharia)
   to Tellerium (Avros), and back again. 
  -The Riddenmast sails between Rune (Sepharia) and Sigil (Auryn), a
   route popular with young adventurers.

 To board a ferry, go to the docks outside the specified city and either
 look for a green '4' against the docks, or look for a sign pointing out
 the boarding location - then 'SHIP BOARD <direction>' to board. Use
 'SHIP EXIT <direction>' to leave (but make sure there's an adjacent 
 dock or land).

 THE IRON WORM
 Found in the city of Rune, the Iron Worm is a fast and safe method of
 transport for adventurers above level 25.  The Ganuk family sell tokens
 for travel in their shop on Solomon Street in Rune; all you need to do is
 buy a token and give it to Ganuk's father on the platform below the shop.

 MOUNTS
 To control a mount, such as a horse, you may command the animal to
 'walk', 'gallop', or 'run', followed by the <direction> you wish it to
 move in. A quick 'stop' or 'whoa' will get your mount to stop. Mounts 
 will attempt to follow roads and trails if they are given a command while 
 on one, and the direction they are given will result in them staying on 
 a road or trail. They will also try to stay on the best path available.
 Mounts can be purchased in many 'pet' stores, borrowed from stables around
 Alyria, or found wandering loose in the wild.

 THE RUNE ORPHANAGE
 The Rune Orphanage on Solomon Street, run by the kindly Uncle Spadge, 
 opened its doors to those of levels 25-59. For four Alyrian months (one 
 real) a player can add the Orphanage as a GLOBAL recall spot - that is, 
 you can use the RECALL command to return to the Orphanage and Rune from 
 anywhere in the world. This mimics the effect of player homes, to which a
 player can return to from almost anywhere.

 HOT AIR BALLOONS
 In the Townes of New Rigel, Lowangen, and Tellerium you can seek out
 their hot-air balloon platforms and travel between the two cities via
 air travel for a modest fee. The balloons in each city can be located
 by using the WHERE IS command.

 WORLDGATES
 Near most major cities and a few interesting landmarks, across all planes 
 of existence, lie curious arrangements of large monolithic stones. These 
 huge portals are controlled by the phases of the moon, and found in the
 strangest places.  There will only be two up at any given time, linking
 spaces across the world.  Each city is usually near a worldgate circle,
 located via SURVEY. See 'HELP WORLDGATES' for more information on this
 phenomenon.

 SPELLS
 There are several spells available to those trained in magic. These 
 allow for magical transportation from point A to point B. Teleport, 
 Blink, Vacuum Invocation, Nexus, and Warp are some of the spells which 
 enable the caster (and sometimes his/her formation) to transport about 
 in the blink of an eye. Strangely, vials enchanted with the Blink spell 
 are held by rats in Rune Forest.

 GEMSTONES
 Certain magical gemstones, sold by many questmasters, enable you to 
 return to the respective town instantly. Novice Adventurers start with 
 a gemstone that will return them to their class' hometown, limited by 
 charges. These are also known as warpstones.

 The best way to learn about all these different modes of transportation
 is to experience them first hand.  The Mark of Transport is a tutorial
 quest that has the player use many forms of transportation all around
 Alyria to complete a number of quests.  Use MARK INFO TRANSPORT to
 obtain more information about undertaking this chain of quests.

SHIP-SAILING

ship-sailing - compact information about sailing your ship

SHIP DIRECTION <direction name>
 Changes the direction (heading) of the ship. If the ship is medium-sized or
 larger, the ship cannot be going faster than speed SLOW when you wish to change
 heading, or it stands a chance of capsizing. Ships smaller than medium
 may change direction at speeds of HALF or less without running the risk of
 capsizing.

SHIP DIRECTION
 Cancels the ship's heading.  Ships may only do this if they are travelling at
 SLOW speed.  This command will allow ships using steam engines to idle in place
 by consuming fuel.  Ships under sail with no heading will begin to drift and
 can be pushed by both wind and currents.

SHIP SPEED <speed>
 Changes the speed of the ship. The speed of a sailing vessel is directly
 dependent on the wind direction - for example, if you are sailing directly
 against the wind, the ship will move very slowly. There is an upgrade
 available for most sail-powered ships that reduces the drag of the wind
 when you are sailing against it.

 Ships powered by steam and magic engines do not use sails so the wind
 direction doesn't impact them.

 Acceptable speeds are:
                        stop, slow, half, full, flank

 *More information about ship engines can be found in [2202] SHIP-SETUP help entry.

SHIP PLANK <victim name>
 Forces an undesirable off your ship. Splash!

SHIP ANCHOR
 Drops or raises the ship's anchor. Lowering the anchor will keep the ship
 from drifting in whatever direction the current is moving. In order to use
 some of the ship commands, you must be anchored at a dock with a
 shipwright. The ship may not be able to anchor in deep water.

CONTEXTUAL-DIRECTIONS AND SAILING

 When the SETting CONTEXTUAL-DIRECTIONS is enabled, if an Adventurer is capable of
 piloting a ship, inputting a direction on an anchored ship will raise a ship's 
 anchor, change the ship's heading to match the input direction, and accelerate
 SLOWly in that direction.
 
 Inputting the same direction again while the ship is moving will cause the ship to
 accelerate by one magnitude of speed (ex. from SLOW to HALF or from FULL to FLANK).

 Inputting a different direction from the ship's current heading will cause the 
 ship to reduce speed if necessary and change the ship's heading to the indicated
 direction.

 Using UP or DOWN while sailing a ship will set the ship's speed to STOP and remove
 the ship's heading.  Ships using engines will begin to idle, using their fuel to
 remain stationary.  Ships with no fuel or sails will begin to drift and are able
 to be pushed by wind and currents.