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Offline Onii May 20 2020, 12:46 PM
  • Age: 24
  • Gender: Female
  • Race: Human
  • Rank: The Queenbae
  • Total Posts: 21
  • Played by: Onii
80 Mana · ?


In Gilead, the distance between civilizations has long been a hurdle of advancement and survival that has been tackled with ingenuity and persistence. In a world rife with threats of both known and unknown make, for many millennia the concept of travel has long been a crucial consideration in the minds of millions. The farther the distance between start and destination, the greater the risk of death along the way. Travel and its danger is perhaps one of very few things that are shared across nearly all cultures at some capacity. Thus, the options of Travel have evolved greatly over time.


  • Whether by mount, carriage, or literal foot, this is by far the cheapest and most common means of travel in Gilead. Many of humble or below-humble means are damned to this mode of movement and the perils that come with it. The length of time to reach their destination may take weeks or many months depending on how far their journey is, and depending on where the destination is, crossing into The Unclaim is not always avoidable. Because of the vulnerability, many who are forced to travel in this way may rely on different means of safety.

    SOLO: Solo traveling is by far the most dangerous of the options. Unfortunately a great many are forced to travel this way due to geographic, financial, temporal and even sometimes race-based factors. The survival rate of lone travelers, based on distance traveled, have been calculated at a terrible 35%, and far less for those who do so without a mount or good enough grasp of weapons or Magic.

    CARAVAN EXPEDITION: Caravan expeditions are very common options, defined as large, organized travel groups that will take individuals as far as the farthest destination point. Individuals are often asked to bring excess resources in order to support the group to keep its numbers healthy and intact. Routes are planned before departure, with the coordinator(s) choosing the best path that takes the caravan as close as possible to every caravan member's desired destination. While this allows individuals to get as close as possible to their destination before breaking disbanding, it also increases the length of the travel which comes with greater risk.

    CONTRACTS: Guild or Mercenary contracts are pricier than caravan expeditions as there are services rendered as opposed to a group effort, however travelers are paying for experienced warriors and survivalists who will take them directly to their destination. A traveler must also know precisely what type of professional(s) they want to employ, as the specialties of some may not be the same for others. The prices tend to vary as well based on the rarity of their skills rendered as well as how many fields their exceed in. A Green Mage who also has a background in armed combat will be pricier than a Green Mage with no excessive understanding of protecting their charge. This strong potential for financial inequality leaves this option as something that less fortunate individuals save up for long before their journey.


  • Because of the ocean's relatively-empty expanse, clashing with Rogue presence or other violent factions are far less likely than it would be when traveling by land. The tradeoff is of course that it is largely unknown and undisturbed, leading to a high potential of clashing with unabashed predators that can devour ships whole. The storms as well can become environmental hazards the likes of which could sink a ship in the blink of an eye if either it or its pilot are not of suitable quality.

    SOLO: Traveling alone by ship fortunately does not have the same severe ramifications as it would by foot; this is simply because a ship is a ship, and the threats of the Gileadian Sea would be able to sink one without a trace no matter the crew available. As long as the pilot is capable enough to avoid storms and recognize signs of large predators long before putting themselves at risk, the survival rates between sailing alone and sailing with a crew are roughly the same…assuming the threat is not another ship with a roster.

    CHARTERING: Chartering ships is far more common than sailing alone, but not for the same reasons as caravans are more common than traveling by foot alone. In reverse, chartering a ship is far more financially feasible than owning a vessel and learning for oneself how to sail long distances, as well as read a seafaring map and recognize treacherous signs. Instead, travelers can usually find a large selection of different ships to charter at their local docks or marinas, as many sailors or even captains find themselves attracted to the idea of making extra money on their downtime. Naturally, based on the type of ship, quality of service and whether or not a crew is onboard, the price of the travel will vary, but sailing tends to be so effortless for these individuals that it is often more reliable and far more financially sustainable than hiring guild members or mercenaries for by-foot travel.


  • The most recent means of physical travel is that of by air. While far less predictable and reliable than the previous options due to its newer inception, it is often believed to be far safer in terms of environment and criminal encounter. Despite how it is culturally believed to be such in many places, the reality is simply that there is not enough data compiled of the skies and its hazards to tell whether travel through it leads to less fatalities.

    SOLO: Due to the manner of rarity that most winged mounts and mythicals come with in Gilead, traveling alone in this manner is usually the rarest form. For those who do, however, they do not currently appear any safer than those who charter professional services. Whether that is good news or no remains to be seen in large trials.

    CONTRACT: Far more commonly is travelling by professional charter, which works similarly to that of sea travel. There are many ways to do this, and depending on the rarity of the mount or resource, the more it will cost a traveler. Travelers can hire individuals with winged mounts to give them a ride to their destination, often paying a cost for assistance fees or mercenary fees should the individual be skilled protectors as well.

    FALCONEER'S POST: Travelers can also hire winged mounts independently through what is called a Falconeer's Post. These structures are investments made by cities or towns to further increase their accessibility, economy, presence in the world with a safer alternative of travel. The winged mounts themselves are supplied by those who can afford them to remain in the area; typically breeders, as an example. These individuals are paid a large percent of all sales. Falconeer Posts are often marked by a simply steel post and a particular set of bells that, when rung, the resident mount(s) are called down to their waiting customer. The mounts are trained well enough to accept payment in the boxes tethered around their necks, legs, saddles or so forth before they allow the traveler to hitch a ride. They typically come with notecards attached as well, giving their names, personalities, known commands and--if applicable--the places they are most familiar with to give the traveler a rough idea of whether the winged mount will easier pick up where they wish to go. Naturally, the traveler must have some understanding of geography or have a map they are following in order to accurately pinpoint when and where they should be arriving.

    BALLOONS: Lastly, the most experimental means of air travel is by balloon. Hot air balloons are piloted by individuals wielding fire-based Magic, and "gliders" are the affectionate term for relying on one or more Thunderbirds to keep a basket or structure afloat and in motion--much like a gaggle of balloons in your hand. Because of the complex nature of both of these, there is currently no way to travel by balloon alone, unless the individual owns the vessel or animals outright. These demand a level of expertise that only a fool would rent them away without a second glance.


  • Waystones are a particularly rare and invaluable resource in Gilead, where it is typical that only a handful can be unearthed in a mine despite hundreds of years of consistent digging. Waystones are often-massive shards of Gilead's lower layer of mantle that are said to have come apart during when the Old Gods split the earth and rose from the ocean. These shards are said to have rose with them, displaced by momentum, and left in varying upper depths of the planet. Because the planet's core is believed to be heavily imbued with Magic, this is used to explain the crystals' impressive power and brilliant, diverse glow. Their discovery is related to Caskal's Gileadian Model.

    Waystones are heavily guarded treasures and are sparsely-owned throughout Gilead, but any that are unearthed are immediately claimed by the government of the nation whose soil produced it. Because of this, travelers have no claim over their use. With a single touch and a focused wish, travelers are able to see their desired destination reflect in the crystalline face, and with a small donation of Magic to the crystal, they and whatever they touch will be teleported with them. The nation leaders determine the probability of their waystones' use: while more strict leadership may limit the crystal's free use to royalty or documented citizens, others may freely allow use to all who conduct themselves in the well-guarded chambers where the waystone has been set.


  • Waywalkers are far more reliable than getting one's hands consistently on a waystone; in many cases, while one's nation may have lenient use of the crystal, their travel will be a one-way affair should they teleport somewhere where the waystone, if any at all, is not open to travelers. This issue has been solved by Waywalkers, simply defined as individuals who have mastered the use of Teleportation such that they can teleport travelers to many places on their Way Maps. These individuals are most similar to that of hiring carriages around the city, and in larger cities they may be just as easy to find.

    A Waywalker's Way Map is merely a map of highlighted areas in Gilead that they have been to enough times to give a traveler a safe and accurate teleportation to. Their prices vary, but this is generally due to standard of living or supply and demand, because naturally the skill itself is the same throughout the world. Travelers who are experienced in traveling this way often ask to make copies of Wayfarers' Way Maps so that they know which areas have Wayfarers that are familiar enough with their home to bring them there, rather than needing to hop through multiple places to come across one that is.
Offline Onii May 20 2020, 12:46 PM
  • Age: 24
  • Gender: Female
  • Race: Human
  • Rank: The Queenbae
  • Total Posts: 21
  • Played by: Onii
80 Mana · ?


Because of the severe geographical distances and the natural perils that prevent many attempts to make the world much safer to travel, communication has had to evolve in Gilead to keep up with growing population of all Gileadian Kind.


  • The most common means of distance communication is the Postal Charter, an establishment where individuals can bring their letters or packages to hire couriers to deliver them between other charters until, eventually, the final leg between charter and recipient is enough for a single courier's trip. The fees are often manageable by even the most humble of lifestyles, and in more advanced civilizations the services are even paid for by the city itself so that individuals have no need to foot the bill. Understandably, in the same exact way that traveling by foot is dangerous, Postal Charters are not always the most certain manner of getting parcel where it needs to be.


  • Avian Coups are the second most common throughout Gilead, just behind Postal Charters, and can be used both independently or can be paid for to use another's birds if the author of the parcel does not have their own. Avian Coups simply utilize trained birds like pigeons, hawks, crows and so forth to deliver parcel. Naturally, because of the size of the animals used, Avian Coups are limited to the delivering of letters and other lightweight items like jewelry, stones, and so forth.


  • Telewriters are pricier than using Avian Coup services, but are far more immediate. Individuals can merely pay for a Telepath to deliver their letters to the minds of the desired individual(s). Telewriters are often independently found in or hired by libraries or postal charters. The cons to this being that Telepaths must have a grip on the desired recipient, whether personally knowing them or having a personal article belonging to them. This limits the ways that Telewriters can be used. That, and…having a stranger read the most intimate details within your letters and repeating them into the waiting mind of a recipient. In many places, Telewriters post privacy concerns and risks.


  • Aside from for travel, Falconeer Posts can be used as a means to deliver parcel with expedited shipping, efficiency, and safety when compared to the traditional use of Avian Coups. The prices are naturally higher for the quality of services rendered, however, but this is the best option for individuals who can spare the money and who have time-sensitive or delicate parcel to be delivered.


  • Wayshards are perhaps the most expensive and innovative ways to communicate over long distances. Made from the mantle of Gilead in the same way as Waystones, Wayshards are simply far smaller pieces chiseled off of the larger Waystones. They vary in size and shape based on how they have been cut, fashioned, and even buffed and made into polished jewelry or articles. While they do not have enough Magic in them to teleport individuals, they have been documented to seem to have a strange, innate almost desire to link up to other pieces of Gileadian mantle. (REVIEW CASKAL'S GILEADIAN MODEL THEOREM HERE.)

    While it cannot yet be explained on just how and why, Wayshards allow individuals to speak or even show images through the surface of another Wayshard a consistent drain of the user's energy. In effect, two Wayshard users can speak to one another from worlds away, even flashing images across the surface of the other stone based on what the sender's stone is in view of. Because of the rarity of their source origin, they are not typically found in the hands of commoners and even simply being royalty is not a guaranteed license of ownership. In many situations they are potentially lethal to own, as many will kill over owning one.