Journey via the Airship Inconvenience to the south entrance of Rune, the north entrance of Tellerium, the main entrance of Lowangen, the entrance of Jalur, the west entrance of Colyon, the entrance of Teolaven, the south entrance of the Wreck of the Feisty Wench, the west entrance of Xaventry, the entrance of New Kolvir and the entrance of Irda Isle.
Can visit each of these locations in any order, doesn't have to be in the order listed on "mark list".
Use the "control winds" spell to redirect the wind as necessary, to blow in the direction you want the airship to go to. When the airship reaches the co-ords listed above for the locations, you will have met the requirement for journeying there. After you visit the last zone, it will grant you the mark.
Note that when the Airship reaches an obstacle on its course, it will "tumble over" and go to the nearest available room in the direction it is flying. (For example, if it is flying north towards CTF, and it hits the south wall, it will immediately appear on the north wall next tick). This actually makes flying through Irda Reef easier. You do not have to cast control winds for every room until it gets to the dock.
For mastering the powers of flight, bringing trade and innovation to distant lands, the Powers have granted you a Mark. You have been granted the Mark of Flight! You gain 500 quest points! You gain 1,000 building points!