Sigil.9054 Posted August 15, 2015 Share #51 Posted August 15, 2015 Seldi is simply not skilled enough to use teleportation magic. Being a courier, she would use it all the time if she was capable. (Or so she claims, anyways.) Personally, I prefer not to use it. I like the trip, and will frequently run from place to place rather than use the athernet, even when doing PvE! I do teleport in certain situations. In particular: When I'm in a hurry or just plain impatient. As for roleplay? Don't care. I'll teleport if the group wants, or travel if the group wants. I'm flexible like that. Link to comment
Marisa Posted August 15, 2015 Share #52 Posted August 15, 2015 Frankly, I prefer Warcraft's canon where you have to be a Kirin Tor or equivalent skill wizard to teleport even a little bit, with long-distance teleports requiring a team of wizards performing a complex ritual (or a single Archmagus (or Ronin, who does whatever the fuck he wants)). Having teleportation readily available to anyone just because they're an "adventurer" makes the world seem very small to me. "I have traveled many moons to find this particular inn!" "Really? Because most folk just come through the big blue rock in a couple seconds." And I get that realistically, most people using teleportation should be limited by their anima supply. But you're still going to teleport everywhere. Because what's more efficient, taking a couple-hour nap after a teleport, or spending a week walking there? 1 Link to comment
Aduu Avagnar Posted August 15, 2015 Share #53 Posted August 15, 2015 Nako can teleport. He is an accomplished mage. However... he sucks at it. Most people he brings with him loose their breakfast afterwards. He can just about keep his awareness but thats cause he's kinda used to it by now. He much prefers chocobo back though. Link to comment
Ignacius Posted August 17, 2015 Share #54 Posted August 17, 2015 I think people are sort of getting at something from the wrong end. There are a lot of comments here that people need to travel to get the story elements of random encounters. Therefore, they eliminate teleportation from their travel. You really don't have to do that. Teleportation is extremely well-rooted in lore and obviously there for your use and abuse even in story terms. However, it's VERY important to note that it's expensive. And the money you use to pay for teleportation doesn't get made if you don't hoof it a while. This creates certain "classes" of adventurers. If you've got a character avoiding teleportation, they might have every reason to do that. They may make all their money on odd jobs as vagabonds. The jobs a farmer has to give you aren't going to be worth much money. And it may be your characters' view on life that they should be helping the poor and downtrodden. In that way, you may not use teleportation without altering the canon at all, you may just know your money's in between the points. You use it when you have to and when it's worth the money (when you've got a job to do tomorrow across the world, don't spend it in transit. Of course, some people might throw away that teleportation money like candy. They may simply be so rich that the fee isn't even worth thinking about. Most adventurers popping Aetherytes like that will either have supplementary income or be extremely high-level operators that get their jobs from the rich and affluent. They may simply be sent to every corner of the planet to get something as quickly as possible. This suggest a jet-setting character, one that can either afford to be trivial with the teleportation or views it as an asset that he includes in his fees (because rich clients aren't interested in waiting around for an adventurer to get around to giving him results). Orleans, for example, is one of the latter. He teleports everywhere because, in-character, he's a relatively affluent person and a few hundred gil is nothing to him. He's also not very altruistic, so he doesn't much care if a monster is terrorizing local farmers unless he happens to be there and they can happen to pay his fee. Use your teleportation strategy not as a blunt instrument, but as an instrument of character development. Using or not using teleportation IC-ly should be a function of your character. You don't have to fight the lore; use it as a tool for your own ends to give your character some life. 1 Link to comment
ZoktaiKhor Posted August 17, 2015 Share #55 Posted August 17, 2015 When it comes to travel we usually treat teleporting as a instant travel but the cost is your exhausted for a good 30 mintues after you use it. Link to comment
Oilbasedoleander Posted August 17, 2015 Share #56 Posted August 17, 2015 When it comes to travel we usually treat teleporting as a instant travel but the cost is your exhausted for a good 30 mintues after you use it. I was just thinking about this topic the other day... How funny. Agreed. There are repercussions when using such power to traverse. And depending how far you need to travel, it can be downright exhausting. I feel that's more believable. My characters can teleport, but it comes at great cost (money and energy-wise) so they usually take other methods of transportation. And she can only port to major hubs for each land. Ul'dah, Limsa... Ect. Link to comment
Flickering Ember Posted August 18, 2015 Share #57 Posted August 18, 2015 Now to add to my previous post which didn't really give my OOC thoughts: I'm not a fan of IC teleportation. Fortunately, FFXIV has a lot more restrictions to work with and make good use of than something like, say, GW2? It can be pretty easy to think up reasons for why your character might not use teleportation. Though it can still feel weird in certain scenes. I think in terms of speaking things like 'Dungeon escapes' and 'prison escapes' it can feel like a bit of a disappointment. All of the fun of those scenarios is watching how a character can get out of them. I agree that teleportation is a large part of the world that is very much canon, but I wonder how we can explore such scenarios without it? I wonder if for example, if there are limits with teleportation that would prevent one from teleporting during a combat? Does it work in stressful scenarios? What if your hands are bound--could you still teleport? Link to comment
Addison Posted August 18, 2015 Share #58 Posted August 18, 2015 I tend to avoid using any kind of fast travel when RPing in MMOs. It makes the world feel so incredibly small. It takes a lot of the adventure away. How can someone be possibly approached by bandits in the woods if they're teleporting everywhere? I favor more mundane routes of travel: boats, airships, chocobos etc. It's just my personal preference. After playing Everquest 2 for years and watching open world RP literally disappear thanks to convenience features like teleporting around the world in the blink of an eye (and private homes and guild halls but that's a different story), the whole teleportation thing left a sour taste in my mouth. Link to comment
Caspar Posted August 18, 2015 Share #59 Posted August 18, 2015 Now to add to my previous post which didn't really give my OOC thoughts: I'm not a fan of IC teleportation. Fortunately, FFXIV has a lot more restrictions to work with and make good use of than something like, say, GW2? It can be pretty easy to think up reasons for why your character might not use teleportation. Though it can still feel weird in certain scenes. I think in terms of speaking things like 'Dungeon escapes' and 'prison escapes' it can feel like a bit of a disappointment. All of the fun of those scenarios is watching how a character can get out of them. I agree that teleportation is a large part of the world that is very much canon, but I wonder how we can explore such scenarios without it? I wonder if for example, if there are limits with teleportation that would prevent one from teleporting during a combat? Does it work in stressful scenarios? What if your hands are bound--could you still teleport? I like to think the average user of aetheryte travel must use two aetherytes to go from point a to point b, unlike WoL. That gracefully solves the problem of capture situations, and even if the captive is a powerful Mage, the captor can take pains to prevent teleportation. For instance, we've seen evidence to suggest you can't take more than a normal personal load of items with you. What if overburdening someone with uncomfortable shackles, chains and heavy weights makes teleportation unsafe and the aetheryte won't receive your spell attempt? I think that could work. There are still prisons in Eorzea. Perhaps being shackled stops teleporting via discomfort, denying casting motions and with weight. I think there should be limited range as well but there's nothing to support that Link to comment
Martiallais Posted August 18, 2015 Share #60 Posted August 18, 2015 Two of my three characters can and do use teleportation on their own but only one of them actually does it with any regularity. It's more of an option to use for me more than anything. More often than not travel RP can be too fun and interesting to pass up in my opinion. Link to comment
Aya Posted August 18, 2015 Share #61 Posted August 18, 2015 I find teleportation both immersion weakening and overall a big negative on the kind of characters and stories I tend to find interesting. Teleportation trivializes much of the difficulties faced by normal people, and kind of changes the overall dynamic of the story in ways that undermine the more human and relatable storylines that I tend to focus on. Not to say that I have never teleported at the behest of another player; I just basically ignore it as an option until someone else literally makes it happen. 1 Link to comment
Sounsyy Posted August 18, 2015 Share #62 Posted August 18, 2015 I wonder if for example, if there are limits with teleportation that would prevent one from teleporting during a combat? Does it work in stressful scenarios? What if your hands are bound--could you still teleport? Well, we can choose to look to game mechanics for this one. You cannot teleport while moving or if something hits you. Meaning the spell could easily be interrupted or go horribly awry should it be used under duress. Hence why Y'shtola chose to use Flow instead of Return or Teleport to escape the Sil'dihn Aquaducts. There's some lore that seems to support this as well: To traverse the Lifestream safely with Teleport and Return requires a great deal of spiritual energy' date=' known as anima. While many individuals, such as adventurers, [b']possess the fortitude to endure[/b] such travel, some individuals do not. I wanted to draw attention to the bolded. While specifically he's talking about one's anima or spiritual energy, we could infer that if someone were being tortured, eaten, or held under duress, this might severely damage one's "fortitude to endure." Not many people could meditate while being tortured. However' date=' our ancestors discovered ways in which, [b']through meditation and focus of spiritual energies[/b], one could reduce her body to aether without losing the grip on her soul... But most importantly: Unlike the teleportation magicks of modern times' date=' [b'][Flow] requireth not a lengthy incantation.[/b] It takes 2.5 minutes Eorzean time to cast Teleport. That's two whole minutes that the caster must remain still, in meditation, chanting, and uninterrupted or hurt for the spell to go off successfully. While under duress, the incantation may even take longer to accomplish or be too dangerous to pull off in the first place. EDIT: 2.5 minutes doesn't seem like much, but listen to Johnny Cash's "Ring of Fire" from start to finish and that's how long it should take you to ICly cast teleport. That's a lot of awkward standing around murmuring to yourself. Hope this helps! 2 Link to comment
FreelanceWizard Posted August 18, 2015 Share #63 Posted August 18, 2015 (...) and even if the captive is a powerful Mage, the captor can take pains to prevent teleportation. For instance, a 1 gil rag used as a gag. We know from the mechanics that spellcasting in XIV requires both fine movement and speech by the mechanics; anything that gets in the way of those will prevent casting. So, just as one would handle a wizard in D&D, imprisoning a spellcaster in XIV would nominally involve binding and gagging them. This is probably a good idea with adventurers anyway -- you never know what they might know how to do! Link to comment
LiadansWhisper Posted August 18, 2015 Share #64 Posted August 18, 2015 I don't normally use Teleportation very much in my RP, but I have before. Link to comment
I'nhalki Posted August 18, 2015 Share #65 Posted August 18, 2015 I wish I had taken a photo of the dialogue, but I remember during the 2.~ quest when you transport the Domans to Ul'dah via the chocobo caravan there was a lot of lore describing how an aetheryte wasn't built in Vesper Bay for a specific reason... something about the syndicate controlling trade? It's fuzzy to me in my memory. It also seems as if you are transporting a large amount of goods or a vehicle, for example, you wouldn't be able to teleport. For me, this adds to my head canon about the anima strain of teleporting. If my character is carrying a lot of goods or carrying an especially heavy weapon I imagine that it would be extra taxing to teleport that item as well, as it doesn't have its own aether, right? The Warrior of Light is supposed to be highly aether-sensitive and I am guessing this is fairly common in the post-calamity world, judging by the opening cutscene comments about aether sickness. If just being in a aether-heavy environment can cause sickness, I suppose we can imagine teleportation would severely nauseate, sicken, or simply knock out most Eorzeans who have some kind of sensitivity, which I would imagine to be a large number. For myself, I only roleplay my characters as needing to use an aetheryte when they are desperately needed somewhere that is not too far away and when they are in a good, strong physical state. I think the instinct for mage type characters to be much more comfortable the aether inside of them is a good one, too! Link to comment
Kage Posted August 18, 2015 Share #66 Posted August 18, 2015 Teleporting is not uncommon in my RP. However large distances and multiple jumps etc is rare. As the one who has been regularly the "pursuer" in combat RP, I prefer not to have to deal with having someone randomly initiate a teleport to get out of the combat. I have had it sorta weakly excused but it still leaves a bitter taste in my mouth. I'd rather never encounter those situations again than to deal with it. I'd prefer having a horse come running by to leave than a teleport. Link to comment
Aya Posted August 18, 2015 Share #67 Posted August 18, 2015 Teleporting is not uncommon in my RP. However large distances and multiple jumps etc is rare. As the one who has been regularly the "pursuer" in combat RP, I prefer not to have to deal with having someone randomly initiate a teleport to get out of the combat. I have had it sorta weakly excused but it still leaves a bitter taste in my mouth. I'd rather never encounter those situations again than to deal with it. I'd prefer having a horse come running by to leave than a teleport. Kind of leaves an empty kind of feeling doesn't it? That's part of why I really don't care for it Link to comment
Caspar Posted August 18, 2015 Share #68 Posted August 18, 2015 Teleporting is not uncommon in my RP. However large distances and multiple jumps etc is rare. As the one who has been regularly the "pursuer" in combat RP, I prefer not to have to deal with having someone randomly initiate a teleport to get out of the combat. I have had it sorta weakly excused but it still leaves a bitter taste in my mouth. I'd rather never encounter those situations again than to deal with it. I'd prefer having a horse come running by to leave than a teleport. Kind of leaves an empty kind of feeling doesn't it? That's part of why I really don't care for it I'd say they used it wrongly if they were able to teleport while running away or in combat, given what the lore describes. Link to comment
Zelmanov Posted August 18, 2015 Share #69 Posted August 18, 2015 Orrin definitely has the riches, given his background, but still he generally abstains from teleportation because of the lore aspects about it being quite draining. Remember, it takes great mental and physical fortitude to stay not only break yourself down but to reform as well. Even as a Dragoon, which may be the equivalent of being a Navy Seal of the Ishgardian Army, it still doesn't make him impervious to fatigue and duress. Also, imagine the obligations of a soldier in a standing army, if you are off teleporting, gallivanting about and then a call to arms arrives via linkpearl, you'll return to combat ragged, tired, a liability. I'm actually pretty certain that Return is the most commonly used spell as opposed to teleport. Not only is return free, but I can picture many an adventurer or aetherically adept being of suffering from "Resident Evil Rocket Launcher" syndrome where they just have that tool they could use to make it easier, but do not use it for fear of needing it later. Orrin would rather hazard hoofing it to Vylbrand, for example, and instantly return should he be needed as opposed to the other way around. Not to mention that according to Sounssy, if the 2.5 second cast time is meant to translate to 2.5 MINUTES, the resultant cooldown means a Day or more of being out of commission, and that's even as the most special of snowflake WOL. That is not even getting into the possible strain of distance and the fact that you cannot teleport to where you have not been. Hell, you can't even teleport someone WITH you unless you've been there yourself (I know this from wanting to take *Ahem* RP partners to the forgotten springs and find out they haven't been there so we have to run it). So there is an additional selfish aspect to the teleport as well. Sure you could ditch, given you had the 2.5 minutes to cast, but where you can go may leave behind your pals! there are LOTS of ways to get around teleportation for the sake of drama generated via distance. Link to comment
arkamas Posted August 19, 2015 Share #70 Posted August 19, 2015 I tend to think that you NEED to be at an aetheryte shard to use the network. Thats how I tend to rp it anyways. Lore wise, they are a lot more prevalent and available than the airship alternative I see touted most often. Link to comment
Paradox Posted August 21, 2015 Share #71 Posted August 21, 2015 I acknowledge teleportation because the lore supports it. To not do so would be saying word of god isn't worth anything which is as lore brekaing as playing Goku. However, teleportation has some obvious limits. You can only teleport to a place you've attuned to an Aetheryte, unless you use a dangerously forbidden spell that can dissipate you into your component aether forever. Not really worth the risk to use it just to get somewhere fast. Teleportation also can't be done under duress. If you're being hit, you can't teleport. Running? Can't teleport. Fighting? More of the same.Teleportation takes a toll on your body as well. How much? Depends on your fortitude and aether content. I'd say it'd be easier for those steeped in aether to 'port a little more often. Or someone who's done a lot of endurance training. Do I do a lot of teleporting IC? It's never honestly come up. A'rk uses the Aetheryte as a convenience tool if he has to travel long distances when the alternatives would be more dangerous, such as say, he's in Coerthas during a major snowstorm but needs to get back home because his wife is going to have a baby early. It would be far more prudent for him to find a shelter, and incant the teleportation magic to get back home than it would be to wait out a long snowstorm or try to brave it by chocobo or horse. It's not something you do all day erry day, but as it does exist, it can apply to RP depending on context. Does it remove some of the gritty drama? Sure. But this is a magical world. Link to comment
Glacirus Posted August 22, 2015 Share #72 Posted August 22, 2015 I wish I had taken a photo of the dialogue, but I remember during the 2.~ quest when you transport the Domans to Ul'dah via the chocobo caravan there was a lot of lore describing how an aetheryte wasn't built in Vesper Bay for a specific reason... something about the syndicate controlling trade? It's fuzzy to me in my memory. I wish I could recall the exact text myself, but it comes down to: Syndicate Monetarists were in charge of restoring Aetherytes after the Calamity. They didn't want Vesper Bay to prosper, so they didn't give it one. And with the Scions declaring complete neutrality they were even less inclined to give Vesper Bay an Aetheryte unless the Scions gave them favors in return. Hence their move to Revenant's Toll. It's also stated by the Aetheryte guides in the opening quests that the Syndicate is why Teleport costs Gil to use: it's paying off the "loan" the cities/towns had to take out to get the Aetherytes installed. It's those two reasons combined that my characters ICly don't use teleportation too often outside of Aethernets in cities. Between personal budgeting and a distaste for the Monetarists, he's fine walking or taking a Chocobo. Link to comment
Unnamed Mercenary Posted August 22, 2015 Share #73 Posted August 22, 2015 Here's some of the relevant NPC dialogue from Ul'dah, Gridiania and Limsa on Aetherytes. They're pretty much copy-paste between each city. Nenebaru: Hail, adventurer! If you would know aught of aetherytes and aetherial travel, I, Nenebaru, would be happy to assist you. Nenebaru: In order to understand the workings of aetherial travel, one must first understand the nature of aether itself. Nenebaru: Aether is an invisible, intangible substance that exists all around us. Nenebaru: It flows through every living being, including you and me. It is what sustains us, and without it we would perish. Nenebaru: Once the spirit departs the body due to death, our remains are reduced to aether and returned to the aetherial river known as the Lifestream. Nenebaru: However, it was long ago discovered that, with sufficient control of one's spiritual energies, a man could deliberately reduce his physical form to aether without severing the connection between body and soul. And so the spells known as Return and Teleport were born. Nenebaru: These crystalline agglomerations of aether, which are a common sight throughout Eorzea, are vital to aetherial travel. Nenebaru: By touching an aetheryte, you can attune your body's aether with the crystal. Nenebaru: Should you fall in battle and your body be reduced to aether, you may awaken back at the aetheryte with which you have the strongest resonance─your “home point.” Nenebaru: With the proper training, however, you can resist the pull of your home point and travel to a different aetheryte. Nenebaru: This is the technique commonly referred to as “Teleportation.” Nenebaru: But know that you can only travel to an aetheryte with which you have previously attuned. When visiting an unfamiliar area, you would do well to seek out the nearest aetheryte before engaging in any dangerous activities. Nenebaru: In essence, aetherytes act as lodestones, which allow us to move contrary to the natural flow of the Lifestream. But be fairly warned: to attempt aetherial travel without these lodestones is akin to suicide. Nenebaru: Compared to Teleport, Return is less taxing on our spiritual energies, as we are naturally drawn towards our “home point”─the aetheryte with which we have the strongest resonance. Nenebaru: This spell can be cast quite quickly, making it ideal for emergencies. Nenebaru: By way of a drawback, you cannot select your destination at will─Return can only send you back to your home point. Nenebaru: Teleport offers greater versatility, in that you can travel to any aetheryte with which you have previously attuned. Nenebaru: However, it requires a great deal of spiritual energy known as “anima” to safely guide one's body and soul to the weaker aetherial beacon. Do not worry, though─many adventurers recover quickly and are more than capable of frequent travel. That is, assuming they can afford the costs involved. Nenebaru: You see, in the Calamity, many of the aetheryte camps across Eorzea were completely destroyed. Rebuilding these camps came at a great expense, and the money which made this possible was lent by certain wealthy individuals. Nenebaru: This debt is being repaid to this day, and it is for this reason that we must levy a fee upon those who use the Teleport spell. Nicia: Greetings, adventurer. I have been assigned this post to answer any queries citizens may have regarding aetherial travel. Is there aught you would like to ask? Nicia: Before one might understand aetherial travel, one must first understand the substance that makes it possible─aether. Nicia: What is aether, you ask? Why, only the source of all being! Though it cannot be seen, it is everywhere...or should I say, it is everything. Nicia: Aether flows around us and within us, and without it we would cease to exist. Nicia: When we die, it is believed that the shock separates our spirits from our corporeal forms. Our bodies are then broken down and are absorbed back into the aetherial river, while the soul is left to journey to its final destination in the afterlife. Some call this “returning to the Lifestream.” Nicia: However, our ancestors discovered ways in which, through meditation and focus of spiritual energies, one could reduce her body to aether without losing the grip on her soul, in turn allowing for travel upon the Lifestream. These methods have been given the names Return and Teleport. Nicia: As you travel through Eorzea, you will oft come across large floating deposits of a crystalline substance known as aetheryte. The one before us here is a fine example. Nicia: It is said that aetheryte is the solid manifestation of the planet's lifeblood, aether, and that by touching it, the aether which makes up our bodies resonates with that contained in the crystal. This is called “attunement.” Nicia: Normally, when one's body is reduced to aether, it will naturally gravitate to the location with which it resonates the greatest─or one's “home point.” This is why upon losing consciousness in battle, many wake to find themselves back at an aetheryte. Nicia: In other words, aetherytes act as lodestones, assuring that the body, in its aetherial form, is not lost to the pull of the greater flow. Nicia: And, because signatures of past attunements are maintained within our bodies, it is possible (with some spiritual training, of course) to ignore the pull back to the strongest resonation, and travel to another beacon. Many refer to this as “Teleportation.” Nicia: What is even more amazing is that when teleporting, we can “carry” those with whom we have created a bond, such as an adventuring party─assuming they have previously attuned with the destination aetheryte. Nicia: As Return merely involves allowing the body to be drawn back to the strongest aetherial beacon─one's home point─it is fairly easy to execute and requires very little spiritual exertion. Nicia: Usually, a few moments of rest is all that is needed before it is safe to attempt another jump. Nicia: Teleportation, on the other hand, comes with a greater price. A great deal of spiritual energy known as “anima” is required to fight the natural flow of the Lifestream and guide one's body and soul to a comparatively weak aetherial beacon. Nicia: If one's body lacks sufficient anima, teleporting to a location may prove impossible. Luckily for most of us, anima is restored quickly and should not prohibit regular travel. Nicia: Then why, you ask, must we pay gil when using Teleport? Well, after the Calamity, many of the existing aetheryte camps were destroyed. To relocate and rebuild them required a large sum of money, much of which was lent by certain men of business from Ul'dah. Nicia: The gil you pay when either leaving from or arriving at an aetheryte goes to paying off that debt. Sundhimal: Greetings, adventurer. Do you wish an explanation of aetherial travel? I am here to answer any queries you might have. Sundhimal: To understand aetherial travel, you must first understand the nature of aether. Sundhimal: Aether is the source of all life, and the underlying force that makes all forms of arcane manipulation possible. Sundhimal: This ephemeral substance, though unseen and unfelt, flows around and within every single living creature. Sundhimal: In the moment of our death, it is believed that a separation occurs between our spiritual and physical forms. Our bodies break down and are absorbed back into the aetherial river, while our souls continue on to the afterlife. This final journey is sometimes called “returning to the Lifestream.” Sundhimal: However, our ancestors discovered ways in which, through meditation and focus of spiritual energies, one could reduce his body to aether without losing the grip on his spirit, in turn allowing for travel upon the Lifestream. These methods have been given the names Return and Teleport. Sundhimal: As you travel through Eorzea, you will oft come across large floating deposits of a crystalline substance known as aetheryte. The one before us here is a fine example. Sundhimal: It is said that aetheryte is the solid manifestation of the planet's lifeblood, aether, and that by touching it, the aether which makes up our bodies resonates with that contained in the crystal. This is called “attunement.” Sundhimal: Normally, when one's body is reduced to aether, it will naturally gravitate to the location with which it resonates the greatest─or one's “home point.” This is why upon losing consciousness in battle, many wake to find themselves back at an aetheryte. Sundhimal: In other words, aetherytes act as lodestones, assuring that the body, in its aetherial form, is not lost to the pull of the greater flow. Sundhimal: And, because signatures of past attunements are maintained within our bodies, it is possible (with some spiritual training, of course) to ignore the pull back to the strongest resonation, and travel to another beacon. Many refer to this as “Teleportation.” Sundhimal: What is even more amazing is that when teleporting, we can “carry” those with whom we have created a bond, such as an adventuring party─assuming they have previously attuned with the destination aetheryte. Sundhimal: As Return merely involves allowing the body to be drawn back to the strongest aetherial beacon─one's home point─it is fairly easy to execute and requires very little spiritual exertion. Sundhimal: Usually, a few moments of rest is all that is needed before it is safe to attempt another jump. Sundhimal: Teleportation, on the other hand, comes with a greater price. A great deal of spiritual energy known as “anima” is required to fight the natural flow of the Lifestream and guide one's body and soul to a comparatively weak aetherial beacon. Sundhimal: If one's body lacks sufficient anima, teleporting to a location may prove impossible. Luckily for most of us, anima is restored quickly and should not prohibit regular travel. Sundhimal: Then why, you ask, must we pay gil when using Teleport? Well, after the Calamity, many of the existing aetheryte camps were destroyed. To relocate and rebuild them required a large sum of money, much of which was lent by certain men of business from Ul'dah. Sundhimal: The gil you pay when either leaving from or arriving at an aetheryte goes to paying off that debt. Link to comment
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