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 - 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  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.