| Zor D'Lan |
I noticed they are missing from the new AP and wanted to mimic how they function in the crpg.
Initially, PCs can teleport between Arcanist's Towers, which can be built at level 5 and only require (1 rank) trained in Magic. However, this perk is limited to PCs and other influential citizens.
So, we introduced the teleport circles at level 9, which require (2 ranks) Expert in Magic skill as well as a settlement of City size or larger. (just like in the crpg, where you can build towers anywhere but can only build the circles in cities or larger)
Here is what I came up with;
TELEPORT CIRCLE
LVL 9, Size 1
req: Magic (expert) and City or larger settlement.
Build DC: 26
Cost 24 RP, 4 stone, 2 luxury and 2 ore commodities.
Decided to have it modify (2) nation actions that currently have no modifiers.
Establish Trade Agreements -- since it could make long distance trade possible and profitable.
Deploy Army (magic) -- because its what teleport circles would be ideal for.
Finally, I added the same increase in item levels that a waterfront or magic shop might provide; as the expedient travel would make magic trade easier as well.
Thoughts on this ?
How would you adjust it, to fit your campaign?