How travel works
Walking
Click a place on the map and you set out for it by the fewest roads. Every road takes 15 seconds, however long it looks, and a door into a cave or a castle is a road like any other. A walk is a task: it carries on while the tab is shut, and you arrive when it ends.
You are where you set out from until you arrive. Nothing happens in the places you pass through.
Where your level lets you
A place with a combat level is closed to anyone below it, and the road goes round it or nowhere: you cannot cross a place you could not stop in to reach what lies beyond. Each place's page in the reference gives its level.
The overworld and every interior are maps of their own. You walk to the place whose door you want, then through it.
On the road
A walk needs an empty queue to start, and nothing can be queued behind it. No building answers you on the road, not even the one in the town you have just left, and a challenge to a duel lapses when you set out.
Stop leaves you at the last place you passed. It costs the part of a road you had walked, and nothing else.
Taverns
You wake at a tavern when you die, with one hit point and no walk: dying is the only move that takes no time. It is Lucerna until you choose another by making it your tavern there. Every tavern also has a board of contracts.
There are taverns in Lucerna, Rushlight (combat 5), Lastlight (combat 20), Lanternfell (combat 56), Tallowhearth (combat 71), and Wickmere (combat 86).
There is no teleport. Every trip is walked.