otherworlders: (bonds from a secret past reach through)
Pillars of the Havens ([personal profile] otherworlders) wrote2015-07-03 10:20 pm
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Transportation

Walking

Just as it sounds! Travel the good old fashioned reliable way under your own steam. Don't get too tired or hungry, now.

Over-land dangers are few, but errant fairies may cause one or two problems for you if they decide to play a prank. It rains occasionally, but this is much more prevalent in the locations brought (if the ecosystem supports it) rather than the actual Haven inbetweens. These inbetweens adhere to their continet's climate, but more recently weather has been a little haywire (Pillar adjustment, we're afraid). Monsters will usually keep to their respective areas and not pass out of their setting boundaries, fortunately for you.


Turtlez Transport

Faster than walking, and the Tortoise - which belong to the Turtlez - will do all that pesky walking for you. They are, however, limited to using existing pathways and roads, even if the Turtlez are fairly adept at finding routes to make their journeys quicker. So, if you want to cross one of the forests, you won't be able to take any shortcuts through the treeline. Cross a marsh, and the Tortoise may start sinking into peat if there's too much weight. Cross a desert, and they're quite sturdy, reliable creatures. Plus shade.

They are unable to traverse mountain ranges, but all other areas are fair play.

Don't tell anyone we said anything, but want to get into some place undercover? Seek out the Dark Turtlez. Word is he's pretty good at smuggling...


Chocobo

The Havens equivalent to horses. Some places do prefer horses, however, and some use both. Chocobos can be found in most of the surrounding Haven inbetweens, as well as some specific settings that cater for them (the Chocobo Forest in Baron, and the Font of Namva on the Archylte Steppe, to name but two). If you decide to wrangle one, it will accompany you thereafter. Chocobos are generally loyal creatures, and will be happy with some greens. They are also readily accepted on any form of sea or air travel, and the waystone teleportation accepts them without a penalty, so no worries about having to leave them behind if you want to take them with you.

Chocobos come in various colours with skills to match. Yellows are the most common, and considered to be all-rounders. Greens and browns are similar, but can also heal. Reds and pinks are the most aggressive, and can ride over hills and mountains with ease. Blacks can de-buff a foe and can also fly, unlike other chocobos. Blues have magical abilities, but are most prized for being able to cross rivers and streams. Whites and silvers are either healers or sentinels (ones that defend); whites are incredibly efficient healers, especially. Purples, meanwhile, are suited for enhancing and buffing the abilities of those around them. Golds are the rarest, and no one has ever seen one in person.

Though they are perhaps the fastest over-land option, chocobos do tire after extensive travel and will require time to rest. Alike horses, it is also possible for them to pull carts, but progress will be noteably slower in comparison to carrying one individual.


Boats

Boats vary from setting to setting. Some rely on steam power or a similar equivalent through magic; others rely on man power and the favourableness of the winds and the waves. Routes have long since been established in the dragon's rule and most ports have lanes between them, but some will require a change elsewhere. The general perils of the sea apply - there are storms, for one. Unexpected shallows or rocks will mean near misses. Cargo ships will attract pirates and may need to be defended. Curious animals may follow and inadvertently hinder progress, as will mermaids. Just hope you don't incur the attention of a siren intent on your ship being the latest decoration at the bottom of the ocean. However, the lanes avoid most of these riks, but from time time, it can happen.

Other advantages of travel by boat include wider options for trade, as well as the obvious of travelling from continent to continent. Places lucky enough to have more than one ship will be able to have more frequent passage, otherwise you will have to wait. A few times a week is a reasonable estimate for a ship traveling between two ports with passengers.


Airships

Airships and skyferries are long standing features to some locations, and are a more popular mode of transport than the traditional sea route due to greater speed... but they also incur more expense. Some of them are for public use, some for transporting cargo, some for militarised units. As with sea faring boats, similar risks apply - storms will still be a problem, and though this method of transportation is attractive, will still attract pirates, only the sky-faring kind (seafolk won't have to worry too much about the skypirates. They have bigger fish to fry up here in the skies, thanks).

Unlike boats, airships are not restricted by landmass and are able to travel more directly from location to location. They do, however, require places to dock, and, where appropriate, to refuel, especially for longer journeys. Resources are limited at this time - from the airships components to the fuel - so skyferry services, where appropriate, will run once a day. A scant few individuals own their own airships, so where necessary, you may ask them to help you travel.


Trains

"There's talk of a train line negotiation happening out in The Sandsea. Seems Trigleph and Sorlian actually want to make use of their stations again. No idea when it'll be finished, though..."


Gate Crystals

Presently, Gate Crystals are linked to the settings brought from Ivalice (Final Fantasy XII). Touch one, and you can instantaneously travel between each location (the Phon Coast and Bhujerba). Unfortunately, that does require that you have visited the above locations before, and also requires that in some cases, you can fight your way to the Gate Crystals to use them in the first place.



Dimensional Gate

The Dimensional Gate is a device in Veldime that allows instant travel to anywhere - but this is a one-way process. It requires you, and the Gatekeeper, to know where you're going, so you can't use it to zip along to brand new locations until at least one person has been there!


Waystone Teleportation System

A project of the dragons to enable Otherworlders to travel with greater speed from one place to the next. Next to every individual Haven is a Waystone, and any Waystone that has been activated as part of the teleportation network can be accessed instantaneously. There is a downside, however; once used, the rune crashes and is deactivated for a period of twelve hours (there are exceptions in which it will crash for twenty-four, which is when two or more people travel using a singular rune). If the network is used, a helpful ping will automatically be sent out to a relative or friend to let them know you're out of contact. That is, unless you change your settings.

The larger number of runes in a destination, the further out you can arrive from the waystone.

Waystones must be linked-up in person before they can use the network, which requires two people - one to be stood by an active stone, and one to stand by the target in the new place.