Time and Travel
Time
Sim time operates on a 2:1 scale of 2 IC days for every 1 OOC day.
Because of the nature of written roleplay time dilation is sometimes extreme with a scene of multiple people that might be an hour long meeting taking multiple hours and being the only scene a person gets in any given day writers are allowed to 'fudge time' if all parties involved in a scene agree, within reason. A scene set the previous IC day, taking place the following OOC day as part of the road to planning something larger is acceptable so long as they take place before the culmination of the planned events and the information used in those scenes has been previously ICly acquired. One more time for the people in the back: Scenes planning large important events AFTER such events occur, an example would be two writers having a scene planning a jailbreak, OOCly after the scene of the jailbreak itself has taken place. This is considered retroactive continuity, or revision of history to support story and would be meta gaming.
If time cannot be found to make plans or alliances personally or through intermediaries before a critical event occurs, then use the haste of the event, or the lack of commitment of the characters involved as part of the story. Get creative!
Surrounding large events such as war, tournaments, etc, time might be established more 1:1 to give more time for planning or for whole court travel time might be accelerated to get past the 'boring bits.' If applicable this will be plainly stated in sim announcements or event postings but unless explicitly stated otherwise, time is 2:1.
Player Travel Times
First. I want to say. There are very, very few things that are to be done "off screen" that require a player's presence. If you are traveling to a far flung location there is currently NO guarantee you will have a place to hold scenes on sim beside stealing a corner of Kingswood. There are nearly always NPC's that can command men, pass letters, direct construction work, etc. Nobles employ people to exact their will. Use the resources at your disposal.
With that said, now that travel has been integrated into the sim hud, there are a number of specific locations that can be traveled to if necessary. The hud will ask for the location and you can input one. If the location you select is not valid, select a nearby location, for example. You want to go to Oldstones in the Riverlands, but that's not on the list? Pick a nearby location such as Fairmarket or Seagard. - Most keeps and castles are on the list (currently 123 different locations.)
The timing for these locations is based on distance with the time being roughly half what would be expected IRL (to account for the 2:1 IC:OOC timing) and the coming army movements system will be double (because a large force moves slower than individual riders.)
Sea travel is generally the same speed as land travel, but can only be done from one port to another with some (few) exceptions.
Not ever location has options for Land and Sea travel (for obvious reasons) but if you think a location SHOULD have an option for one that it does not, open a general ?s ticket. We'll consider it.