Traveler's Song (1020)

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Traveler's Song (1020)
Mnemonic [TRAVELSONG]
Duration Immediate
Utility Magic  
Subtype Teleportion 
Availability Group 
Bard Base Spells
Holding Song (1001) Attack
Vibration Chant (1002) Attack
Fortitude Song (1003) Defensive
Purification Song (1004) Utility
Lullabye (1005) Attack
Song of Luck (1006) Utility
Kai's Triumph Song (1007) Offensive
Stunning Shout (1008) Attack
Sonic Shield Song (1009) Utility
Song of Valor (1010) Defensive
Song of Peace (1011) Utility
Sonic Weapon Song (1012) Utility
Song of Unravelling (1013) Attack
Sonic Armor (1014) Utility
Song of Depression (1015) Attack
Song of Rage (1016) Attack
Song of Noise (1017) Utility
Song of Power (1018) Utility
Song of Mirrors (1019) Defensive
Traveler's Song (1020) Utility
Singing Sword Song (1025) Utility
Song of Sonic Disruption (1030) Attack
Song of Tonis (1035) Defensive
Troubadour's Rally (1040) Utility


By harnessing elemental forces, a Bard singing the Traveler's Song can travel back to the comforting safety of an inn. However, on a failure, the bard and the bard's group is transported to a dangerous local area. A failure will also result in a loss of mana and head and neck injuries upon arrival. By playing an instrument a bard can reduce the chance of a negative outcome. Traveler's Song will work anywhere a gold ring is usable.

Traveler's Song can be anchored to your favorite inn. This may not work in all rooms within the inn. Only one inn may be set as your anchor, so keep this in mind if you travel!

To anchor:
PREP 1020, then sing a song that tells of the place, its environs, the bard's objective and so forth.
The proper process and song concludes with a message denoting success.

Traveling Between Realms

A bard may travel to their anchored inn, even if it is located in a different realm, as long as it's within the same teleportation zone. To do this, use EVOKE. Similar to Transference (225), if the caster is bearing a standard gold ring, then the default gold ring interception mechanics will be applied. If the caster is not using a gold ring, then the default interception chance is 80%, minus 1% per 2 ranks of Elemental Lore: Air beyond 75 ranks (to a minimum of 5%). Casters not using a gold ring will additionally be Chrono-locked upon interception. In either case, only the caster will be intercepted on a failure and the remaining group members will simply fail to teleport.

Travel methods

If you do not have a local anchor present in your current realm, then SING (or CAST) will take you to a random inn in your realm.

If you do have an anchor in the realm, you will end up at that inn.

If you EVOKE Traveler's Song, and you have an anchor that is in the same teleport zone, you will go to your anchor, even if it is not in the same realm. For example, if you set an anchor in solhaven, and you EVOKE whilst at the Birthing Sands at the top of Mount Aenatumgana all the way in the very north of the continent, you will travel straight to the solhaven bar.

Anchoring Messaging

Successful anchoring:
You notice a great circle of visible mana form around you and begin to spin, slowly growing closer. It enfolds around you gently like a giant's hand then releases and sinks into the ground below.

Success Factors

 Success = MIN(95,
           [Bard spellsong ranks * 2] +
           [10 if anchored in the same realm] +
           [If playing an instrument: Your PLAY SKILL rank: 0-20] (if one-handed, half the bonus) +
           [seed 1 summation of (EMC + MMC)] +
           [MAX(0, DIS bonus]) +
           [d100] > 100
  • Penalties for not being able to think clearly (typically head wound, which range from -90 to -10).
  • (Probably) The bard song ranks part is probably MIN(level, Bard ranks) * 2, or bard songs over level only count for 1, not 2.

Provided by GM Estild

Travel After Effects

There is a small chance that after traveling the bard will get dizzy or become thirsty. Thirst will prevent bard spells from renewing and dizziness will incur random bursts of RT. Thirst must be remedied by drinking something - alcohol is recommended, but water will also work. Dizziness will fade on its own after a period of time.

Training in bard spell songs will decrease the likelihood of suffering these ill-effects. This likelihood can be expressed as follows: [1 / (3 + Each SpellSong over 20)]

Thirst Messaging

You feel a bit thirsty.

  • The thirsty messaging does not happen on every use; just a minor chance for the side-effect.

Dizzy Messaging

You feel horribly dizzy and suddenly squeamish! Roundtime: 15 sec.

The floor suddenly shifts underneath you! Roundtime: 12 sec.

The world spins around you at an odd downward angle. Roundtime: 10 sec.

Everything you look at is slightly out of focus. Roundtime: 5 sec.

The world returns to its normal, seemingly motionless state.

  • The dizzy messaging does not happen on every use; just a minor chance for the side-effect.

Special Realms

From Darkstone to Liabo

You can't EVOKE out of Darkstone.

When singing anywhere from Darkstone Castle, you end up on the moon of Liabo:

[Liabo, Lunar Awakening]
Glittering white dust and sand coat the alien landscape.  Mountainous rocky walls close off the options of any travel beyond this point.  A magical portal leads outward.
Obvious paths: out

For some reason you can breathe just fine here, you do not need Purify Air. Taking the path out gets you back to some safe location in or near Wehnimer's Landing, usually Town Square.

WARNING: You cannot drag corpses out of the Lunar Awakening; everybody must walk out on their own. If you sing a corpse to the Awakening you must then exit the awakening on your own, find a healer and an empath, bring them to Darkstone Castle, sing your group back to the Awakening, and raise them on the surface of the moon. A priest of Zelia is recommended for such adventurous rescue shenanigans.

The Birthing Sands and The Rift

The sands are anchorable, but is a bit of a special place: You cannot EVOKE to the sands. However, the sands are in the same realm as pinefar, so you can SING Traveler's Song inside the pinefar region (anywhere north of climbing out of the nightmare gorge), and this will teleport you randomly to either the Nine of Cups (the bar of the Pinefar post), or the sands. This works both ways: If you walk one compass direction away from the sands itself, you can sing Traveler's Song, and randomly you will taken back to the sands, or to the Nine of Cups. You can EVOKE out of the sands too. Hence, it is wise to set an anchor in the Thirsty Penguin or some other bar in Icemule Trace itself: In the pinefar zone you can SING to teleport to the sands or pinefar post, and EVOKE to get back to icemule.

You can't EVOKE out of the rift. Singing out of the rift is possible and always takes you back to the sands, but this does count as a cross-realm teleport; you can be navved, and you should wear a gold ring. If you do get navved, the navigator guild will toss you out, chrono-locked (you can't teleport again or they will guaranteed catch you), onto plane 5. Sheer-Fear inducing undead roam plane 5, so this might be hazardous to your health.

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