![]() ![]() ![]() One thing to keep in mind is information - magi can technically go anywhere with Arcadian Travel whether or not they know the area, but if they have very inaccurate reputation-based information on where they're going for making an appropriate charm, it could be entirely reasonable to reroute them to a place in Arcadia that fits what they've heard about the place rather than reality. There is a way to travel between Magic regios, but it's very different from Arcadian Travel, and there's no known way to travel directly between Magic and Faerie regiones (unless they're right next to each other and you can just, like, walk). Magic and Faerie work on very different principles, so something that takes advantage of how the Faerie realm of Arcadia works isn't going to have a direct Magic analogue. That's what makes it awesome.Īs written, you can't do that with Arcadian Travel. If something does cause you trouble, protect that charm with your life, because if you lose it you'll have to deal with the Guardian to ever leave the Mother Road.ĭistance is pretty irrelevant to Arcadian Travel. As long as nothing causes you trouble during your stay in Arcadia, your time between vanishing in one place and reappearing in the other will be less than a second. Arcadian Travel is not technically instantaneous, but it's fast enough that you can usually treat it as such - it takes however long you take to ascertain your destination on the Mother Road (for a magus with Arcadian Travel, this is both guaranteed and probably takes a round at most) followed by enough time to concentrate on it with your charm, all of which happens in Arcadia where time flows, on average, about 24 times faster than on the mortal world. The best place to get a concrete answer about how long Arcadian Travel takes is actually Realms of Power: Faerie, particularly pages 24-25. The books were a bit weird about how they placed this information. ![]()
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