V. The World Around You
Your character can travel in anyone of ten directions, the 8 compass points and up and down. The compass is displayed on the right side of the title for the room you are in. This compass lists the directions in which other rooms are. However, sometimes exits may be hidden, buried, or invisible. Carefully reading the description of the room will give hints as to whether the room contains a concealed exit. In addition, portals exist in many different forms, from obvious holes through space to seemingly ordinary objects.
A number of spells exist to facilitate travel. Nexus, gate and plane travel allow your character to transport a number of other characters. Spells like blink, teleport, summon, and word of recall allow for single transport. One may also travel large distances by using the recall command which will transport you to designated recall rooms (see HELP RECALL).
Materia Magica has towns, dungeons, castles, towers, etc., as well as vast wilderness areas. Recall in a structure (i.e., a city) will send you to the nearest structure's recall point as well (in this example, the city you are in) will return you to this room.
The wilderness is the vast open spaces with varying types of terrain and creatures to hunt. While in a structure you can see the description of location you're in, however in the wilderness you can see an overview of the land surrounding you. Of course you can see farther during the day than you can at night. By using where you can see the players in the same area as you are. If you recall in the wilderness it will take you to a nearby structure, but only if you are close enough.
There are spells and proficiencies that can hide a player from sight within the game; the main way this is done is through the use of invisibility spells or proficiencies such as hide or sneak. The hidden player will appear as "someone" to you if any action is performed by them in the same room. Of course, there are certain spells and proficiencies, such as "detect invisibility" or "sense life" that will allow you to either penetrate the veil of illusion or at least realize someone else is in the same room as you.
Also others may assume the form of NPC's and even inanimate objects. The proficiency shift allows for a player to change form into a mob of their choice. The spell mimic allows psionics to change shape into objects that they are carrying. Both of these skills remove that person from the "where" and from "scan".
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