for the people who kept asking for example scripts: the scene creator places "travel area" props at the edges of the scene, which players hold "use" at for 30 seconds to store their character to the database then automatically disconnect from the server, with a message specifying the name of the other server they have travelled to; they then join that other server (which is connected to the same database) and are then loaded at the linked travel area with equipment and troop type and the entry is removed from the database, to represent travelling from one realm to another; connecting multiple Warband servers into one large world. The feature could also be used to create "save areas" for a single server, where players could use a travel scene prop placed in a non strategic area while not in active combat (since they would be undefended from other players killing them) for 30 seconds, disconnect from the server, then rejoin later to the same server, loading back inside the same travel area - avoiding the game breaking "combat logging" and "strategic log off to take people unawares later" issues that plague the common implementations.
Another excuse players use to try justify being able to teleport in and out of the game world without penalty is that they crash a lot, and don't want to die in that case: to circumvent that, I started on another feature to keep a "place holder" agent in the game world after a client is unintentionally disconnected, which the player will take over from again if they reconnect to the server within a short time. While the player is disconnected, their place holder agent can be freely attacked by other players to take the armor, items, or loot money, preventing players from using it as a way to unfairly get out of trouble (by intentionally ending the game process with the task manager, an old trick). The code in the git branch basically works, but it has multiple bugs to be fixed.