Anchor site

From gronkfinder

Anchor Sites are ancient structures scattered around the world that allow for reliable long-distance teleportation.

Known as Anchor Sites to scholars and under a variety of names in common parlance, these structures mark and maintain fixed points in which controlled teleportation is still possible. The caveat, however, is that each site can only access certain others - it is not a fully networked system. These structures are not particularly commonplace, but not rare either - many cities have built up around them, which also facilitates their convenient use. If a city is located in a highly unusual geographic position, chances are high an Anchor Site was already present in that location.

Name

Anchor Sites are so named as they seem to "anchor" the Material Plane in place in one small location, even as the plane metaphysically contorts and stretches around it.

Other names for the Anchor Sites include teleportation circles, tempest halls, and many others, depending on their location in the world. The name “tempest hall” refers to the well-established phenomenon in which these Sites seem to generate clouds and storms above them at a rate much higher than their surrounding region.

Prizogants

While some have fallen into disrepair or ruin, most sites are maintained by a unique type of construct called Prizogants that silently repair the sites and ensure the Anchors remain usable. These constructs are rough appearance of a bronze humanoid, except for their six insect-like legs. It is generally understood that interfering with their work is a bad idea - they are quite capable in combat, for one, but more concerningly without their maintenance the Anchors become unstable and inoperable. Prizogants never venture more than a mile away from their associated Anchor Site. Within this range, the Prizogants seem to have a level of omnipotence as to who is present and the resources available.

Appearance

From the outside, Anchor Sites appear as perfectly shaped stone domes, with an even radius of forty feet and arched ten foot wide and ten foot tall openings in all four cardinal directions. While they look to be constructed of a single, solid piece of polished blue-gray stone, they are actually many pieces fitted so closely that the seams are almost imperceptible. The interiors of the Sites open up into a single large hemispherical chamber, with insets in the walls where the Prizogants remain until there is work to be done. A thin ring of noqual in the middle of the chamber marks the location where teleportation is possible.

In some parts of the world, Anchor Sites have been built upon and modified. Lightning rods are fairly common additions, to direct lighting from the storms they seem to cause, and a great many have walls and other defensive measures erected around them. As an example, in Elos, the capital of Ephardia, the palace now used by Phileia was built around a Site.

Defense

It is possible to damage Anchor Sites enough to render them unusable. Within the thick stone faces of the structures lie intricate mechano-magical contraptions that seemingly keep the Sites running. Similar to the era clocks, any attempts to alter or even touch these mechanisms invariably causes them to break - once the movements of the contraptions have stopped, the Site can no longer be used for reliable teleportation. Sites can also be taken offline if enough of their Prizogants are destroyed or damaged enough they can’t perform their tasks. Each Site only has a limited number of Prizogants, and they are never replaced nor are they replaceable.

As a result of this fragility, Anchor Sites are heavily guarded by local authorities to ensure they remain functional. Perhaps more than any border, palace, or government building, Sites are usually staffed by the best soldiers with the finest equipment available. Magical warding and countermeasures are likewise common.

Use

Use of the Sites still requires the ability to cast Teleport - the Sites do not automatically teleport those that enter them, and the Prizogants are not capable of this either. In some parts of the world, known Sites are freely available to all, while in others they are restricted in their use. Khapesh, for example, has a long standing and well codified tradition of allowing access to all who are capable of using the Sites, while conversely Koritan requires pre-approval. At some Anchor Sites, mages who know Teleport charge a fee to those who wish to travel in this method. Compared to other methods of travel, the Anchor Sites see relatively little use, mostly restricted to the wealthy and powerful individuals.

All links between Anchor Sites are two-way - if teleportation from Site A to Site B is possible, then so is the reverse. Each Site links to a handful of others, usually but not always Sites in relatively close proximity. Once a Site is nonfunctional, it cannot be used as a reliable source or destination.

History

The builders of these sites are unknown, but they have been reliably dated to be the same age as the era clocks. As a result, many scholars of the matter believe them to be closely interconnected.

The vulnerability of the Anchor Sites is a significant factor in why warfare between major states in the world is so uncommon these days. While it would be a one-way trip to do so, two rival kingdoms could teleport squads into each other's Sites in order to destroy them and cut off their enemies from use of the teleportation network. The fear of this happening has forced most into an uneasy detente, with all-out wars deemphasized in favor of covert means and proxies.