Difference between revisions of "Portal"
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+ | [[Category: Locations]] | ||
[[File:portal.jpg|thumb|''A typical Portal connected to the Portal Network of Sarapadia. This one is the sigil of the master gate in the Northern Sea Caves.'']] | [[File:portal.jpg|thumb|''A typical Portal connected to the Portal Network of Sarapadia. This one is the sigil of the master gate in the Northern Sea Caves.'']] | ||
− | Sarapadia hosts | + | Sarapadia hosts a special system of Portals which are magically connected to the natural network of [[Leylines]]. These Leylines criss-cross the globe, with intersections on land in specialized geographic features which magnify the magical power of their intersection. During the [[War on the Under-Dark]], the Gnomes and Dwarves of Sarapadia built the portal gates themselves, under the direction of the Queen of the [[Tinwael Galéth]], [[Tifira]]. Each location was scouted and meticulously selected, and then Tifira powered them all up by connecting herself magically to the Leylines and then she could operate the Portals magically. A mechaincal method using tools was also devised, but for the single control Portal at the [[Northern Sea Cave]] which has no non-magical control means. |
+ | |||
+ | The Portals can connect each to three other locations, set by using a series of tools about the rim of the device. The special series of [[Gnomish Control Tools]] which take the form of hammers can control eight of the Portals. There are nine in total. | ||
+ | |||
+ | == The Personal Account of ''[[Laima Hjalmfriður]]'' == | ||
+ | |||
+ | Each Portal existed and was fashioned by the gnomes and dwarves to channel the energy from [[Leylines]] to enable transportation between various sites around [[Sarapadia]]. The ancient [[Apadians]], during the [[Ulon-Zirak]], The War on the Under-Dark, wanted to prevent the domination of the island-continent of Sarapadia by [[Tiamat]] and her Chromatic Dragon offspring. [[Bahamut]], the Platinum Dragon, Lord of all Metallic Dragons, lent his aid to the hapless peoples of Sarapadia to try to prevent the Chromatic Dragons from taking over the entire continent with their offspring. He bestowed gifts of magical knowledge to the Scions of each of the peoples of Sarapadia. To the Scion of Elves, [[Kyðeon]], Bahamut bestowed far sight and visions of Wyrd in the Wells, and the ability to perceive Urð, Verðandi, and Skuld, and to see their operations, but not to by default understand their purpose. To the Scion of Dwarves, [[Alviss Ironfist]], he bestowed the ability to fashion Dragon Seeds to combine with metals, to shift the balance to the Metallic Dragons. To the Scion of Humans, he bestowed a human female to be the [[Lady of Light]], who can command Metallic Dragons to battle in the name of Bahamut and All the Forces of Light. To the Scion of Halflings, [[Dagon Fleetfoot]], Bahamut bestowed the ability to seek out Dragon Eggs, Dragon Seeds, and Dragon Lairs. To the Scion of Gnomes, [[Severus Sargaf]], Bahamut bestowed the ability to use the power of Dragon Seeds to build their machines, a perfect power source with the ability to adapt; but Bahamut knew not how a given construct would work with them, so their risk was left to Severus’ research before he passed. Bahamut bestowed upon them all a generous count of years in proportion to their natural life, with the first to pass being the Lady of Light, her name lost to human history, which is short, and fleeting. Only Kyðeon yet lived, his age over a thousand years, the Last Scion of Sarapadia, already alive longer than three lives of elves. | ||
+ | |||
+ | The first inventions during the war included the Portals, a gateway system across Sarapadia to enable small troop movements and inhibit their use by Chromatic Dragons due to their bellied lizard-like shape, where the Metallic Dragons were much more sinuous and snake-like, and could fit through them. Nine were crafted, with the controlling Portal located in the [[Northern Sea Cave]], operable only by the Enchantress herself, and the rest operable by the craft of Dwarves and Gnomes. Their locations were chosen for tactical relevance and security. | ||
== Portal Mechanics == | == Portal Mechanics == | ||
− | • The Portals are under | + | • The Portals are under [[Rheya]]’s command. There are nine in total, and through her willpower she can connect any pair of Portals from any Portal. Some work better than others, distance depending on energy demand, and amount of material transmitted. (Each connection to transmit objects made requires a CHA roll with proficiency and CHA bonus DC15, 2d6hp +2~9 necrotic damage for each failed attempt. The distance factor is the number of portals away by physical distance. Opening the Portal allows her to keep it open remotely anywhere or close it at will in up to 8 hours, or it closes automatically in 8 hours. Using the hammers at the correct Portal allows the Portal to stay open indefinitely, so long as the tools are in it. No checks are required when using the tools, and they work automatically. Once the portal is open, Rheya makes a save every hour, and when she closes it, the sum of all fails is dealt to her in necrotic damage. If this kills her without finding the next Enchantress, the Portals will cease all function and [[Tifira]] will let go of the [[Leylines]], returning them to their wild state.) |
− | • Rheya can see into any Portal from any scrying device or any other portal; or talk to Marah from any Portal. She just has to will it. Rheya can also see into any scrying device near a leyline when using a Portal. (Both use a INT roll with proficiency and INT bonus DC 10 per visual locale access, 1hp necrotic damage for each failed attempt) | + | • Rheya can see into any Portal from any scrying device or any other portal; or talk to [[Marah]] from any Portal. She just has to will it. Rheya can also see into any scrying device near a leyline when using a Portal. (Both use a INT roll with proficiency and INT bonus DC 10 per visual locale access, 1hp necrotic damage for each failed attempt) |
• Rheya can feel the Leylines now, and tell if there are things moving through them or near them. She can feel the presence of [[Eldanoth]] at three of the portals, but he doesn’t seem to be actually anywhere in or near the Leylines currently. | • Rheya can feel the Leylines now, and tell if there are things moving through them or near them. She can feel the presence of [[Eldanoth]] at three of the portals, but he doesn’t seem to be actually anywhere in or near the Leylines currently. | ||
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• If Rheya is communicating to Marah or any of the Foremothers, only she can see them or talk to them. Everyone else just sees a milky flow of white clouds. | • If Rheya is communicating to Marah or any of the Foremothers, only she can see them or talk to them. Everyone else just sees a milky flow of white clouds. | ||
− | • Supernatural beings who would wish Rheya harm cannot detect her, even if she speaks to them or attacks them. This includes [[The Enemy]]. Rheya emits an aura around her that cloaks those nearby astrally, so they cannot be witnessed unless fully physically material and by using physics methods to do so. The other Seers and Oracles also have this ability, as well as Kyðeon and the other Scions, or their current incarnations of full power. This includes Cathartic, but only when the [[Vesuvan Aurora]] is functioning and when Cathartic concentrates. The [[Lady of Light]] is a very odd position, and her powers don’t seem to work by gift of Bahamut like the others do. They seem rather weaker. | + | • Supernatural beings who would wish Rheya harm cannot detect her, even if she speaks to them or attacks them. This includes [[The Enemy]]. Rheya emits an aura around her that cloaks those nearby astrally, so they cannot be witnessed unless fully physically material and by using physics methods to do so. The other Seers and Oracles also have this ability, as well as Kyðeon and the other Scions, or their current incarnations of full power. This includes Cathartic, but only when the [[Vesuvan Aurora]] is functioning and when Cathartic concentrates. The [[Lady of Light]] is a very odd position, and her powers don’t seem to work by gift of [[Bahamut]] like the others do. They seem rather weaker. |
Latest revision as of 04:09, 24 June 2018
Sarapadia hosts a special system of Portals which are magically connected to the natural network of Leylines. These Leylines criss-cross the globe, with intersections on land in specialized geographic features which magnify the magical power of their intersection. During the War on the Under-Dark, the Gnomes and Dwarves of Sarapadia built the portal gates themselves, under the direction of the Queen of the Tinwael Galéth, Tifira. Each location was scouted and meticulously selected, and then Tifira powered them all up by connecting herself magically to the Leylines and then she could operate the Portals magically. A mechaincal method using tools was also devised, but for the single control Portal at the Northern Sea Cave which has no non-magical control means.
The Portals can connect each to three other locations, set by using a series of tools about the rim of the device. The special series of Gnomish Control Tools which take the form of hammers can control eight of the Portals. There are nine in total.
The Personal Account of Laima Hjalmfriður
Each Portal existed and was fashioned by the gnomes and dwarves to channel the energy from Leylines to enable transportation between various sites around Sarapadia. The ancient Apadians, during the Ulon-Zirak, The War on the Under-Dark, wanted to prevent the domination of the island-continent of Sarapadia by Tiamat and her Chromatic Dragon offspring. Bahamut, the Platinum Dragon, Lord of all Metallic Dragons, lent his aid to the hapless peoples of Sarapadia to try to prevent the Chromatic Dragons from taking over the entire continent with their offspring. He bestowed gifts of magical knowledge to the Scions of each of the peoples of Sarapadia. To the Scion of Elves, Kyðeon, Bahamut bestowed far sight and visions of Wyrd in the Wells, and the ability to perceive Urð, Verðandi, and Skuld, and to see their operations, but not to by default understand their purpose. To the Scion of Dwarves, Alviss Ironfist, he bestowed the ability to fashion Dragon Seeds to combine with metals, to shift the balance to the Metallic Dragons. To the Scion of Humans, he bestowed a human female to be the Lady of Light, who can command Metallic Dragons to battle in the name of Bahamut and All the Forces of Light. To the Scion of Halflings, Dagon Fleetfoot, Bahamut bestowed the ability to seek out Dragon Eggs, Dragon Seeds, and Dragon Lairs. To the Scion of Gnomes, Severus Sargaf, Bahamut bestowed the ability to use the power of Dragon Seeds to build their machines, a perfect power source with the ability to adapt; but Bahamut knew not how a given construct would work with them, so their risk was left to Severus’ research before he passed. Bahamut bestowed upon them all a generous count of years in proportion to their natural life, with the first to pass being the Lady of Light, her name lost to human history, which is short, and fleeting. Only Kyðeon yet lived, his age over a thousand years, the Last Scion of Sarapadia, already alive longer than three lives of elves.
The first inventions during the war included the Portals, a gateway system across Sarapadia to enable small troop movements and inhibit their use by Chromatic Dragons due to their bellied lizard-like shape, where the Metallic Dragons were much more sinuous and snake-like, and could fit through them. Nine were crafted, with the controlling Portal located in the Northern Sea Cave, operable only by the Enchantress herself, and the rest operable by the craft of Dwarves and Gnomes. Their locations were chosen for tactical relevance and security.
Portal Mechanics
• The Portals are under Rheya’s command. There are nine in total, and through her willpower she can connect any pair of Portals from any Portal. Some work better than others, distance depending on energy demand, and amount of material transmitted. (Each connection to transmit objects made requires a CHA roll with proficiency and CHA bonus DC15, 2d6hp +2~9 necrotic damage for each failed attempt. The distance factor is the number of portals away by physical distance. Opening the Portal allows her to keep it open remotely anywhere or close it at will in up to 8 hours, or it closes automatically in 8 hours. Using the hammers at the correct Portal allows the Portal to stay open indefinitely, so long as the tools are in it. No checks are required when using the tools, and they work automatically. Once the portal is open, Rheya makes a save every hour, and when she closes it, the sum of all fails is dealt to her in necrotic damage. If this kills her without finding the next Enchantress, the Portals will cease all function and Tifira will let go of the Leylines, returning them to their wild state.)
• Rheya can see into any Portal from any scrying device or any other portal; or talk to Marah from any Portal. She just has to will it. Rheya can also see into any scrying device near a leyline when using a Portal. (Both use a INT roll with proficiency and INT bonus DC 10 per visual locale access, 1hp necrotic damage for each failed attempt)
• Rheya can feel the Leylines now, and tell if there are things moving through them or near them. She can feel the presence of Eldanoth at three of the portals, but he doesn’t seem to be actually anywhere in or near the Leylines currently.
• If Rheya is communicating to Marah or any of the Foremothers, only she can see them or talk to them. Everyone else just sees a milky flow of white clouds.
• Supernatural beings who would wish Rheya harm cannot detect her, even if she speaks to them or attacks them. This includes The Enemy. Rheya emits an aura around her that cloaks those nearby astrally, so they cannot be witnessed unless fully physically material and by using physics methods to do so. The other Seers and Oracles also have this ability, as well as Kyðeon and the other Scions, or their current incarnations of full power. This includes Cathartic, but only when the Vesuvan Aurora is functioning and when Cathartic concentrates. The Lady of Light is a very odd position, and her powers don’t seem to work by gift of Bahamut like the others do. They seem rather weaker.