Wiki/The World
Fast Travel
Runemasters who teleport anyone for gold, a horn that rallies your whole group, and a plantable waystone you can channel home to
Updated 2026-08-21
Stock Shadowbane's answer to distance was a second account: park a healer with the Traveler discipline wherever you needed to be and have it summon your main around the world. This shard's answer is three things you can buy in town. Nothing here needs a guild, a particular class, or an alt.
Runemasters run the safehold network
Every safehold Runemaster can teleport you to all thirteen safeholds, at any level — including Perdition and Bastion, which stock kept off the list. (You still cannot swear to the two evil capitals; they take visitors, not oaths.)
The trip costs a toll of 100 to 5,000 gold, scaled by distance, and the Runemaster is honest about it: if you cannot pay, you are refused before anything starts, and the gold is only taken when the ten-second countdown completes and you actually travel. Walk away mid-count and you keep your money.
Travelling TO one of the seven starter-isle safeholds is free — Starkholm, Hengest, Scraefahl, Valkirch, Hrimdal, Hothor's Doom and All-Father's Rest. Free at every level, not just while you are new, and free however far away you are standing. The Runemaster says so by name when he waives it. Trips out to anywhere else are tolled as normal.
On stock, the seven starter-isle safeholds silently vanished from the list at level 21, leaving four destinations on the whole map. That wall is gone, and so are the silent failures — every refusal now tells you why.
Repledging (moving your bind) is exactly as it was: free, instant, unchanged.
Muster Horn — 15,000 gold
Sold by every Runemaster. The group leader sounds it, and every online groupmate gets the standard summon dialog — the same one a Traveler's summon shows, and the same choice: accept or decline. Accepting ports you to the leader's side in about five seconds, and unlike a stock summon it works even with your weapon drawn.
- Leader only, and the leader must be alive. You need at least one groupmate online.
- Thirty-minute cooldown, on your character — carrying two horns buys you nothing.
- The horn is never consumed. Buy it once.
Waystone — 5,000 gold
Sold by every Runemaster. Double-click it in the wilderness and a campfire named after you takes root where you stand — your waystone. From then on:
- Far from it: double-click the item to channel home. The channel takes fifteen seconds and breaks if you move, attack, or take a hit — a broken channel costs nothing. Arriving does: a thirty-minute cooldown before the next recall.
- Standing beside it: double-click to take it up, then plant it somewhere new.
- One waystone per character, and it survives server restarts.
The stone is a real object in the world. It can be found, attacked by anyone, and destroyed — it has 15,000 hit points, so burning one down is a commitment, but it happens. If yours falls while you are online, you are told: a cold silence. If you were offline, you find out when you reach for a leyline that is not there.
That trade is the point. A waystone is planted in person and defended, not summoned on demand — travel stays a decision.
They also drop
Both items appear rarely as world loot, at about half the rate of a mercenary contract. (A quirk of the loot math: the very highest-level hotzone monsters only ever yield the horn — the waystone is the cheap one at the Runemaster anyway.)
What the tooltips get wrong
Both items share the mercenary contracts' disguise: until a future client update ships real item entries, the client draws them as a hireling contract, tooltip and all. The tooltip is wrong — do not put them in a building slot (the game will not let you anyway). Double-click them in your pack; the server tells you exactly that in chat the moment you buy or loot one.
One more honest note: the cooldowns live in server memory, so on the rare occasion the server restarts, they reset. Enjoy the free rally.