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October 7, 2010, 11:34 am

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"Telportia is a marvel natural world, a true testament to our arcane understanding."

-General Ayanda to Lord Reidwald in the meeting to decide on the matters of the war.


Discovery and Conception

Built in the latter years of the Three Kingdoms War, Telportia (Tel-Poor-Sha) served as both a last resort fortress and a weapon of unfathomable power.  Built on top of a mesa it has the advantage of superior position for a siege and also has caverns sunk deep down for the storage of supplies and living areas for the powerful leaders in time of need.

Though this is only a small part of what makes Telportia a unique fortification in the world, it was discovered early on in the construction that the mesa was in fact resting upon the intersections of energy lines and these energies could be harnessed in a particular fashion.  It was discovered by the royal mages that these energies could be put to use building a network of portals to various locations of importance all around the land.  But more important was that these portals could not be blocked by any know means.  Turning this fortification into something of a weapon, once these route could be plotted there would be no kingdom willing to send its armies away from home.
Though, these strange energies had side effects of their own, the portals were only one way, even with the greatest minds on the problem there was never a solution discovered to let something pass back to Telportia.  Though, this news was not unwelcome, it meant that Telportia was even more of a prize, not only could they run to any of a multitude of areas if it ever came to it, they would never be in danger of being invaded themselves.
The war did not last long enough for Telportia to actually be used in any way for military use and soon after the war ended the need for an impenetrable bunker also ended, peace broke out among the kingdoms and the idea of such a place being held by military hands was frowned upon.  In a gesture of goodwill Lord Reidwald gave over the unfinished fortress to the royal mage guild.
Post War
the royal mages took over the project and have housed their university there ever since.  When they arrived at the fort the northern and western walls and towers were the only thing standing, the military had built the walls, towers and started carving out the Mesa for shelters.  They quickly set to work cleaning up the mess left by the royal engineers, they restarted the work on the walls as well as building the first permanent structures on top of the mesa.
It would be still years before the walls would be finished, but in time the fortress would be completed to it's original designs plus a few extras.  In addition to the completed walls the work on the portals was moving along quite smoothly.  Each energy line was harnessed and connected to an anchor gateway, but the mystery of the exit was only discovered the old fashioned way.  A person would be hired to travel through and make a journey back to Telportia,  Needless to say there are quite a few portals have been sealed as the hired individuals have never returned.
Even though Telportia has not been used in anger, its effect on the world can still be seen.  Where ever there is a portal exit some kind of settlement has sprung up, the mages regularly preform experiments and it has been quite profitable to receive a reward for returning the experiments no matter how far you have to walk to bring it back.



Telportia from the planes looks like any walled fortress, like any fortress that a god reached down and tried to stretch from the earth.  It stands atop the lone mesa on the planes and looks out in all directions for all to see.  From a bird's eye view the fortress is no less impressive, high walls on top of an already impressive cliff make any kind of ground assault nigh impossible, in addition the towers were built in the case of aerial assaults, though only the remnants of the massive war machines remains.
Within the walls however is a less imposing picture, buildings scatter the mesa surface in a haphazard fashion, obviously built by non military minds.  Their construction has the foundations of utilitarian outpost construction but as they go out towards the walls they grow larger and more extravagant.

About three or four staircases lead into the mesa to the tunnels below and outside the walls a solitary gate stands at the base of the mesa, rigged to collapse at a moment's notice.  Even in the time of peace such as this by the order of Lord Reidwald there is always at least one man in the gate tower above near the runes to activate the main tunnel collapse.


The active defenses of the fortress are minimal at best, the massive military siege engines that once occupied the northern and western sections of the walls are in ruins though it could be said that an entire fortress full of mages could make a formidable force to be reckoned with.

Though passively it is well designed, the mesa top has been cultivated to produce small crops and there is an ever flowing water source that provides quite the siege resistance if it ever needed it.

The water source flows from the great fountain and in of itself is a closely guarded secret, it uses a pair of matched items, a goblet and pitcher which were relics of a civilization long past.  When filled with water the goblet overflows until the pitcher empties.  Realizing the unique properties of these items the goblet was installed in the fountain and the pitcher was cast into a body of water of a secret location.  Hence Telportia has an ever flowing water source which could be coming from a sieging enemies own wells for all they know.



The portals are anchored on the Telportia end and can be opened with a minor ritual.  Some of the well known portals include:

  • Lake Morocco,  This portal discovered recently actually brings you to the northern end of the lake, about 25' under water!  while this is a large stumbling block it does bypass most of the mountain ranges to the north so it is still a valuable link to the northern lands.
  • Septera,  This portal brings you near the southern end of the continent into the city of Septera.  This was actually discovered to end in the Temple of -Insert Major Deity- much to the dismay of the clerics within, though after some negotiation and generous donations to the temple a route was established and made ready for travel.
  • Three Roads,  This portal ended in a little known area of the great plains but with its discovery a small village sprung up and roads to the three kingdoms capitals converged.


Example Usage and Hooks


I use Telportia currently in one of my games as the starting point for my zombie apocalypse game.  The Ever flowing water source is starting to run dry and the initial hook is to travel to  the nearest portal to the secret location and find the problems with the water supply.

Other great ideas from the comments below could include:

  • The PCs must flee Teleportia and only have time to jump through a random portal
  • The PCs are chosen as an elite exploration team, sent through some of the previously sealed portals to see if they will be able to return
  •  Rumors abound of a newly discovered portal which allows just the opposite. entry into Telportia, and entry only! The most bizarre beings one could imagine (insert whichever wierd creatures your world calls for) begin to filter through....

Thanks Dossta and Murometz for the great hooks!

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Comments ( 23 )
Commenters gain extra XP from Author votes.

October 4, 2010, 18:43
What does Teleportia look like? How easily defended is it from someone kicking down the door and getting inside?
October 4, 2010, 19:34
What do you think now?
October 4, 2010, 23:36
Not bad. How does one activate the portals/teleportation? Are there set portals to fixed locations, or is it more flexible?
October 4, 2010, 23:59
I like it. It sets an interesting scene as a base of operations for a group of magic users.

There are still a few questions and nitpicks: You should try to explain an odd detail: The mention of the scattered interior buildings. Why weren't they build by military minds? Did the war end just after the walls were made? How could it grow to be feared/desired if all it had was walls? It seems like at least part of the interior should be as structured as the exterior.

Also, a list (maybe a teaser of sorts) of interesting locations the portals can bring you, with brief descriptions.

And what Jerk said.

Other than that, the writing feels a bit bland for such an interesting place. But, I guess not all magical locations can be walls of fire and swirling energy. Good work.
Voted EchoMirage
October 5, 2010, 5:50
A decent kernel of an idea, plainly written though, and needing some work - presentation, detail, verisimilitude. Also, the name is as if you named London "Imperial Capital 47", and Constantinople "Big City on the Bosporus".
October 6, 2010, 23:10
You mean Istanbul?

Well im not quite sure what you mean by the names being off, Constantinople was named after a man and before that it was Byzantium, home of the byzantine empire.

Not very original names in and of themselves. NAmes can follow function, perhaps Telportia is a nickname given by the wizards who discovered the phenomena.

I guess my point is that im not quite sure what you mean by the name ruining immersion. Perhaps you could expand?
October 5, 2010, 12:20
Small list of portals
Added more history
October 5, 2010, 16:43
I like this. There are tons of hooks for an adventuring group:

* The PCs must flee Teleportia and only have time to jump through a random portal
* The PCs are chosen as an elite exploration team, sent through some of the previously sealed portals to see if they will be able to return

Teleportia could also be an invaluable way to dispose of societal . . . problems. Criminals could be banished through them (perhaps establishing a penal colony on the other side). Unscrupulous rulers might also banish political enemies (or the PCs) in this way. In the later case, the characters could be hired by someone to bring one of the banished back!

Very cool.
Voted Ted
October 5, 2010, 21:18
So portals are mostly already predefined to specific locations?
Is it possible to establish new portals?
Is Teleportia a unique place, or do other teleportative hubs exist?
October 5, 2010, 21:59
It is possible, but the easy lines are already tapped, it would require more research.
Unique... sofar...
Voted Murometz
October 6, 2010, 10:43
I actually like the idea of these one-way portals, and I like that there remains some mystery as to why/how/etc

agre with Echo on the name of the city, and also Lake Morocco(?!)

Like Dossta's plot hooks.

idea: Rumors abound of a newly discovered portal which allows just the opposite...entry into Telportia, and entry only! The most bizarre beings one could imagine (insert whichever wierd creatures your world calls for) begin to filter through....

Welcome to the Citadel herrozero. Great first effort!
October 6, 2010, 23:15
About the naming convention, what is it exactly that puts you off of it? Names often follow function or are descriptive of the area around them. For instance, I know of a town nearby that is called Portage, because it used to be used in that manner a long time ago.

Also nearby is the town of Vulcan (No lie!).

So im not quite sure what even the point of Morocco being named makes. To me I used that name because it sounds sort of exotic and also conjures images of the area I want to capture.
October 7, 2010, 0:23
Fair enough. At the end of the day a name is a name is a name. To each his own.

I guess I'm just not a fan of real-world names in my fantasy. It somehow distracts from the immmersion factor for me. (As far as Lake Morroco).

Telportia in a similar vein, just seems a bit too hammer-over-head-meets-Harry Potter-ish. However, I kinda dig the explanation provided. The mages nick-named the city thusly, and eventually (and quite naturally), the city took on this name permanently.

Names do follow function and all that. Lots of weirdly named towns around me too. You're right. But since we offer our subjective opinions and all...

Fortunately, the names were a very minor nit-pick. I also mentioned that I liked the idea, threw out a plot-hook, commended Dossta on his, and welcomed you to the citadel. :)

October 7, 2010, 0:32
Thanks for the welcome! I didnt mean to come off as hostile :P

I did like the hook, one of many possible outcomes from such a place.
Voted slartibartfast
October 6, 2010, 10:56
Very nice: one use that comes to mind would be an adventure wherein an opponent/enemy of the PCs had managed to somehow master the lines. The PCs would have to travel to teleportia the "old fashioned way", and route their nemesis out. In the meanwhile, he'd be able to 'port his minions to the PCs; giving them some opposition at various interludes during their trek. Perhaps there could be a pattern to the lines; which the PCs might be able to deduce in order to avoid (or at least be prepared for) the antagonist's ambushes.
October 6, 2010, 12:16
Telportia in my setting is the last bastion of hope in a zombie apocalypse, the main quest is that the water is running out so a party must leave and find a new source of water. (Its a bit more complex but you get the idea.)
October 7, 2010, 20:40
Then you should lead with that....

This is a very strong idea and we can use this to discuss some basic and detail minded qualities of a good post. I suggest changing the structure of the first paragraph into a more active voice and will clear thesis sentence.
"The Teleportia Citadel is the last bastion of hope in a world over run by the living dead. It is a well designed, well placed fortress that was serendipitously built upon a natural focus mystical energy. It possess a superior defensive position adopt an isolated Mesa, and it has extensive underground caverns filled with facilities and materials."

Or something with more of a hook to it. Also who is writing this, is this a GM describing a gaming tool or do want to write from the perspective of one of your characters.
October 7, 2010, 21:10
Well, If you think that would be best. I wrote it in more of a general fashion as I was just contributing the place rather then my exact campaign setting.

Would you think it would be better to be written in the specific setting I use it in?
October 8, 2010, 6:19
I don't know if it would be "best", but it would make for a more interesting read.
Voted valadaar
October 8, 2010, 14:26

Great location!  I have a weakness for portals and this is good application of one.

Though, what is preventing a targeted kingdom from putting a wall around the destination point - even it if it covering many square miles, or diverting a river to flood it? 

I know if I had such a location in my kingdom I couldn't controll I would. Anyone teleporting in without prior communication would be sprouting many arrows, or drowning.


October 9, 2010, 0:58
That is a good question, perhaps during the wartime the locations of the exits were secret. A simple show of "we can enter your city whenever we want" probably went a long way.

As I said above telportia was never finished before the war was ended.

Though in its current time perid of telportia is sorta like a hub for travel, so shutting down exits wouldnt be great.
Voted Pieh
October 8, 2010, 15:49

This has undergone a lot of changes for the better. I liked it to begin with, but it has been improved beyond what I expected. So I'll bump my vote up. Good work, keep at it, and I hope you stick around and submit more. Welcome to The Citadel, herrozerro.

Voted Dossta
November 10, 2010, 16:44

I just realized that I had never voted on this, and am correcting my mistake now.  Lots of improvement to this piece, and a worthy first submission.

Link Backs

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       By: Alexia

A group of individuals* gather up and search for, "The rod of Lordly Might." Here's the catch, no just any individual is welcomed. There will be a meeting on sundown* in an old bar. As it is, a war is going on between the Eastern Front, and the Western Front. The bar/tavern is in the middle of both lands.
On the same night of the meeting, there's another meeting with the Red Rose (Eastern) and the Black rose (Western).

Once on the mission, there will be other individuals met and given information... there will not be an easy destiny, but nonetheless and adventure to remember.

I used INDIVIDUALS for the fact that you can be any species (just keep away from the elemental and supernatural creatures.). Here are some suggestions: Vampire/ress, Adhiel (Elf), Half-Adhiel (Half-Elf), Orc, Human, Half-Human...
Please do not be: Orc, Troll, Frost/Forest/Urban/Dessert Monsters, Giants, and Titans. Note that you can still be one, just preferably not one.

I used SUNDOWN for a realistic reason (Vamps, Giants, and others meet at night). You don't meet someone who works for the Eastern/Western Kings during the day. I expect some drunks, bar fights, and bloodshed in the story. Mild or no Language is acceptable (unless unexceptable by the MODS).

Ideas  ( Plots ) | March 31, 2005 | View | UpVote 0xp

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