Portalling

On Atemnity, magic is so heavy and thick in the air that it is fully infused in the minds of every Atemnian citizen no matter their race. Something about the way this world was created and the way different sentient creatures were brought here created this intensely magical environment. Every Atemnian of a certain degree of skill and experience has the ability to focus this magic within their brain to create a portal for themselves first and later on for others to traverse. It requires about 1 minute of concentration to either portal away yourself, or create a portal for others to traverse. And the only thing left behind by a portal is a light dusting of coloured dust unique in colour to the portal creator. This dust can be traced via magical means back to the portal creator.

*Mechanically: At 9th level characters receive the ability to portal themselves. At 13th level characters receive the ability to create a group portal.*

* **Public Portals**
	+ Public Portals are those group portals that have been created in the same spot, every day for a year so that they permanently hang in the air ready to traverse. Typically, these are those in Portal houses within any city. However, anyone who can create a group portal can create a permanent portal given enough time. It only requires being able to cast at the same time of day in the same location to create a permanent portal the same person who starts the castings must continue the castings for each day of the year.
* **Private Portals**
	+ Solo - Those portals that anyone of the appropriate experience level (9th level+) can create for themselves.
	+ Group - Those portals that anyone of the appropriate experience level (13th level+) can create for groups of people to traverse. They remain open for 6 seconds.

## How it works, rules and warded locations:

* **How it Works** - Generally, the way portalling works in relation to the brain of a sentient creature (beasts, monstrosities and those of a lower intelligence level cannot portal) is that the magic within their brain is able to, when the creature focuses on a location that they have physically been to/inhabited before, focus this innate magic in the brain to pull the whole body through space and time towards said destination. The dust left behind is akin to the shedding of skin cells daily. This dust is a residue of this innate magics focus as the brain concentrates it towards the desired location.
* **Physical Inhabitation** - In order to portal somewhere, the creature creating the portal must have physically been to and inhabited the location in question at some point in time. Simply *seeing* a location, such as through a scrying spell, is not enough of a focus to be able to focus the innate magics in the brain to inhabit the space. If a creature attempts to portal to a location they have not been to, or have only seen/ been told about they can portal - however, *where* you end up is entirely random and there is a chance you won't even be on the ground. *(Mechanically)*
* **Warded Locations** - Locations can be warded against the creation of portals, outgoing or incoming so that the magics utilized to form a portal (arrival of or departure) cannot coalesce.

## Warded Locations

There are a few well known warded locations across Atemnity and each location has a general set of rules behind what happens if a creature attempts to portal there as well as location-specific rules.

* Generally, the portal creature will suffer Mental/Psychic damage as the portal is created. *(Mechanically)*
* There is a chance that the portal does not even form. *(Mechanically)*

	+ **Hawthorne Institute of Legends** - it is impossible to portal onto or from the Hawthorne grounds/ structures without the special permissions and rituals performed that unlock the ability to do so. Anyone without this permission who attempts to portal onto or from the grounds/structures is held in an individual demi plane of sorts and must wait until someone actually checks the demi plane via its own ritual and pulls the trapped individuals from within. This ritual and checks are only performed every once in a while unless otherwise notified and so trapped creatures could be trapped for anywhere from minutes to hours, days, weeks even months!
	+ **The Kingdom of Thallian** - it is impossible for anyone but the current Queen, or those she allows, to portal into or out of Thallian without being instantaneously tracked. Anyone who attempts it will be physically marked with a magical, glowing rune that cannot be covered magically or otherwise and guards/officials will be immediately alerted to the transport. The only way into Thallian is through the Corikyp Pass and said pass holds its own dangers for those not born of Thallian blood.
	+ **The Kingdom of Serelia** - it is impossible to portal into or out of Serelia for anyone but generally government officials who are given special permission via a special wristband worn by the portalee. Similar to Thallian, anyone else who attempts it will be marked by a magical rune and immediately tracked, officials being alerted to the activity and dispatched to pick the individual(s) up.

## The Plains of Driedal and Aeberuthy

The Plains of Driedal are a place of wild and unpredictable magics and as such portalling within them (either incoming or outgoing) is incredibly dangerous and wildly unpredictable. There is a 50/50 chance that no portal will even form - but even if the portal does form, there is a 100% chance if it does some sort of consequence will occur upon departure (from plains) or arrival (to plains). *(Mechanics).* It is because of these wild magics that Aeberuthy, which sits fully within the plains, has specially fortified and warded walls that surround it. It is impossible to portal into or out of Aeberuthy outside the specially created and warded portal house. Even the royal family and other government officials cannot do so, they have to portal into the portal house itself - and only certain officials and figures have such permission.

## Aquarin

The small town of Aquarin in Caivia while not an actual warded location it is common knowledge that you cannot portal into or out of the town because of the magics that created the town. Any attempt to do do (in or out) will incur damage to the one creating the portal as their body is wracked with electricity due to the conductive nature of the material in which the town is made from/ built on.

*Mechanically: The portal creator must roll a Constitution Saving Throw DC 20 or take 10d6 Lightning Damage.*

*Mechanically this also means that certain spells are unusable/ do not exist when playing in Atemnity they are as follows: Teleportation Circle, Teleport, Transport via Plants; should any of these spells be a class feature for a player it is up to the DM or DM/Player to decide a replacement spell/ or ability for it.*

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