waypoint

3/24/24 03:36 pm
Just outside of the Infirmary, embedded in the wall to the left of the doorway, is a softly glowing, purple sigil. This is a Waypoint, in other words a way for those on the barge to transport themselves quickly to the infirmary.

Instructions of use are simple, and a written copy can be found in the Warden Lounge, as well as one inside a warden-only section of the Infirmary. To use the Waypoint, all someone needs to do is familiarize themselves with it by either walking by it or by touching it. Then, they are able to fast-travel to it by thinking about the location of it. The Waypoint can be used by magic and non-magic folk alike, as the sigil is already magically activated. Along with the instructions is a note saying that Waypoints are hard to mess about with by nature, but layers of magical encryption have been built into this one to prevent any tampering or ill-intent. There are only a few people who have the ability to do any alterations to the Waypoint, and should they leave the Barge, they will pass the knowledge on to someone in their stead.

Limitations Of Use:
  • The Waypoint can only be accessed if you are on board. You will find that you're unable to fast travel if you are off the Barge, such as at a Port or in some other location.
  • The Waypoint can only be accessed in fully public areas of the Barge. It cannot be accessed if you are in your cabin, due to the fact that magic cannot penetrate the cabins, nor can it be accessed from spaces that require a warden item or supervisor key.
  • Events affecting magic use on the Barge will affect the Waypoint's functionality, such as it may work on-and-off or may stop working entirely until the event passes. If you get stuck inside, a kind passerby can pull you out.
  • Should anyone try to by-pass the magical safeties, they will find themselves with a large red X on their face. This cannot be removed by scrubbing or magical means, but it will go away after one hour.