Transportation and Teleportation

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Transportation

In RO, as in any setting, there's a multitude of ways to get around. Of course there's walking, hiking, ship at sea, hopping along with a caravan, pecopeco riding, and so forth. For the magically inclined there exists the option of teleportation magic as well (which will be described further below). Accessibility to these various methods vary from person and situation, of course.

What about all those convenient little tools that take you places in the blink of an eye? We have in-game items that seem to simulate these things, such as fly wings, butterfly wings, and the Warpra (and along with it the more outdated Kafra teleportation services).

The official standing on all of the above things is as follows - they do not exist and/or function in the IC environment the way they do in a game play sense.

The Warpra NPC as a whole was a custom addition added to ease gameplay for players. It is strictly there in a gameplay sense, and meant to be ignored in a role play atmosphere. We cannot remove them like the Healer NPCs to encourage an in-character environment without greatly inconveniencing the players. They are there for your benefit and in a way encourage roleplay throughout the world by providing the entire world map as a whole with easy access. (Note that you should still take into account travel time to some degree in your RP!). The same could be applied to the 'doorways' found in the OOC Room with limited but free access to multiple cities.

Kafra Teleportation does exist, but bear in mind that Kafra Corp. is a 'neutral territory'. They would not promote warfare or other means with their services by teleporting your army platoon to the middle of a city. Karfra Teleportation is extremely pricey, and can only be afforded by those of Moderate to Major influence even sparingly. Otherwise save for emergencies, most do not make use of the Kafra Teleport System.

As for fly wings and butterfly wings? No, you don't wave a bug appendage in the air and zip across the landscape. These are in-game items, and Aeon has always carried a policy that gameplay items have no bearing in roleplay. These are not exceptions. It reeks of potential abuse and godmodding to utilize them to your advantage. Certain magical items may exist that do similar things (such as RP items that teleport you to an RP map) which actually have an IC impact, but these things are few and far between, and definitely within the realm of GM-authorization.

With all this said, how do the great majority of Midgard's residents, as well as Schwarzwaldian citizens, get around? Rune-Midgard typically falls to the mundane: pecopeco caravans are quite common, and travel by ship is definitely a way to get around. Common ports of call are Alberta (from which you can also reach Payon easily) and Izlude (in which the capital, Prontera, is an easy hike). It has had defined roads and trails for a long time, so going by foot is a safe way to get around as well, if not the quickest - so long as you stick to established routes.

In Schwarzwald, the mountainous regions and the often starker environments have lead its people to develop a well defined rail system as well as the recently innovated airship system, both of which serve as the primary routes of long-distance transportation. Rare indeed are the people willing to brave it into the wilderness around Juno's mountains or Einbroch's barren fields.

In Short: On Foot Pecopeco Caravan/Wagon Ship (More 'endurance' than an airship) Train (Schwarzwald Only) Airship (Suitable only for land travel, no staying power for overseas flights. Schwarzwald cities and Izlude only) Teleportation (rare and extreme cases)


Teleportation

Now to touch on basic teleportation itself, to be executed by a character with sufficient background in magic. The first question: does it exist?

It certainly does.

However, there are things to consider with the concept of magically moving yourself from one place to another. The first is that it is far from the safest method of travel. Along with the normal rigors and risks of magic, the risk of teleporting your foot into the ground or your hand into a nearby lamppost is very real and very dangerous. These are factors you may not typically consider as a player, but nonetheless derive from a good common sense about magic that moves your entire physical form from one place to another. It also largely explains why everything in the world isn't just moved by a cadre of dedicated wizards who spend all their days teleporting things around.

There are three basic tenets with teleportation magic that hold true, and any form of it that doesn't adhere to these will be ruled illegal in RP (without GM permission).

  • 1. The area you are warping to must be extremely familiar. We're talking about your own room, inner sanctum, etc. something you can visualize every detail and allow for no chances of mishap. Preferably a place that you have resided in for at least a year, if not more. You also always run the risk of someone running in and putting something in the place that isn't normally there and end up with your lower body materializing in it. Bad times. Thus, the place should be well-secured as well (though this is just, again, common sense!) - you won't be teleporting into town squares or anything that grandiose. Ever.
  • 2. It is a long, ritualistic process. There is no zip, zap to there! and you're gone - the energy required to focus concentration on your destination target is immense because you have to recall every detail and imagine your own figure in that exact, particular location. If you mess up on even an inkling - well, those are your limbs you're talking about, here. A good general guideline is 10 minutes at the minimum for your own person and whatever personal belongings you have, and exponentially longer if you're bringing anything with you, whether it be another person or something unusually large. Don't pull a "I bring ten people with me" or "I bring a caravan with me", either - you imagine trying to move those things with the power of your mind across space and time and re-drawing them in another location with pinpoint accuracy. Nuh uh. Ain't gonna happen.
  • 3. Teleportation is foiled by the presence of counteracting magic. The reason why warfare hasn't degraded to wizards teleporting giant boulders over cities is because with every advance (whether in technology or magic) comes something to counter it. Every city worth its salt has employed a few magically-inclined members to take precautions against teleportation being used in public places and in every important building worth noting. You're not going to wander into Prontera Castle, memorize a little corner over a few months and be able to teleport there to coup d'etat the king. You can generally assume that every public place (and pretty much places that you don't own and secure) aren't going to be viable teleportation places. Attempts to go there simply fail, and worse yet, alert the authorities who placed the protective wards there in the first place.

In summary, teleportation by magic takes time, taxing effort, and is no trivial matter, even by the most seasoned of wizards. It should not be used wantonly or recklessly by the caster if they have any clue what they're doing - and they should, or else they'd be missing body parts to show for it.

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