Skyrim is meant to be crossed on foot or on horseback, and we are not going to hand out fast travel to make the province smaller. The hearth charm is the one exception, a way home to a hold capital every so often. The rest of this is what to do when the terrain has swallowed you, which in a game this old is a thing that happens.
How it works
The hearth charm carries you to one of the nine hold capitals and then cools for fifteen minutes. It is for rejoining people rather than for outrunning them (see The Shared World Clock).
There is no other fast travel. A map reveals where a place is and never carries you to it (see Maps of Skyrim).
/unstuck returns you to a recent position checkpoint the server judged safe. It is deliberately narrow. It will not work in combat, while dead, while riding, while swimming, while sitting in furniture, or during another interaction, because every one of those is a way to abuse it. If no safe checkpoint exists it will tell you so, and then /kill or a word to a Warden is the way out.
The clock and the sky are readable from anywhere. /date and /time give you the world date and hour, and /weather gives you the region you are standing in and the sky over it.
Commands (/help travel)
/hearth shows the cities you can hearth to and the cooldown remaining.
/hearth [city] travels to a main city when the cooldown is clear.
/unstuck returns you to a recent qualified checkpoint when terrain or a cell transition traps you.
/date shows the current world date.
/time shows the current Skyrim date and time. /clock is an alias.
/weather shows your resolved region and the active sky.
/kill enters the death countdown when there is no other way out. Your client handles this one.