Teleportation Circles

There are several means of travel across ***~~setting planet name~~*** ranging from conventional travel such as cart and wagons to unusual flying contraptions, but nothing is more useful than the magical kind. Teleportation Circles to natural forming portals to other planes of existence.

# Teleportation Circles

Permanent Teleportation Circles are 10-foot-diameter circle on the ground inscribed with sigils that link a spellcaster to its location. Each one has a unique sequence of sigils that has to be known by the caster in order to use that Teleportation Circle. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence--a string of magical runes arranged in a particular pattern.

Most Teleportation Circles aren’t used often as there aren’t many casters in the Riding powerful enough to use them, but they usually have some form of protection surrounding them be it a military force or Arcane protections just in case anything like the War of the Ridings happened again. Some Teleportation Circles are in public places for general use while others are closely guarded secrets that the general public don't have any knowledge of.

### **Spells**

A number of spells allow direct access to these Teleportation Circles if the sigils are known to the caster. ***Teleportation Circle*** and ***Teleport*** can transport adventurers directly to any of these Circles safely without any chances of mishap. You can even safely teleport from other plane of existence to a known Teleportation Circle with the use of ***Plane Shift***

# Known Teleportation Circles

## The Ridings

### Otha's Rest - The Adventurer's Guildhouse Teleportation Circle - Private Use

Inside the Guildhouse of the Adventurers Guild of Otha's Rest there is a Teleportation Circle just off from the main hall that has had it's security increased over time since it was first brought to the Guild. It hasn't been breached to date but just as a precaution from threats.

It was brought to the Guild by Cassidious "Cassidy" Naïlo, Sharian Naetris, Dorah and Crane from a hidden Wizard Lair in AOR 551.

### Leodis - Mage's Tower - Private Use

In the main entrance of the magical learning institute the Mage Tower there is a Teleportation Circle that allows any seeker of knowledge the ability to get there quicker. There is no obvious method of protection to the naked eye but with the use of Detect Magic it's very clear they take protection very seriously.

### The Nottermar School of Archery - Private Use

Near the outhouse away from the main building and grounds of the school to allow for strategic advantage in case any unwanted visitors.

* Otha’s Rest - The Adventurers Guildhouse **(Private Use)**
* Ledois - Leodis' Mages Tower **(Private Use)**
* Leodis - Leodis City Square **(Public Use)**
* Glimmergate - Glimmergate City Square **(Public Use)**
* Sharnbury - Sharnbury Town Square **(Public Use)**
* Cheyenne - The Diamond Thought Mage School **(Private Use)**
* Gnometown - Outside of Gnometown and hidden away by the Guild through use of magic **(Private Use)**
* Waterfall Hidden Mage Lair - Hidden behind a waterfall an old lair of a forgotten Eleven wizard that has been taken by Cassidy and is unknown apart from a choice few **(Private Use)**
* The Nottermar School of Archery - Near the outhouse away from the main building and grounds of the school to allow for strategic advantage in case any unwanted visitors. SOURCE EDITOR

## Unknown

* Planar Hub - A location that was a hub for Planar Portals to every plane. Cassidy and Dorah destroyed the entrance to the hub when escaping the Githyanki after killing Efestus in AOR 552. It is unknown where on the Material Plane the hub was or if it is still accessible.