Telepecon Network
Also known as the T.N., the telepecon network is a set of tightly controlled teleportation beacons that allow for mass transit and large scale deliveries between distant places. Setting up a telepecon (a destination point) requires resources that only large governments can generally afford, and frequent maintenance is also required to keep it running smoothly.
In game use:
Setting up a telepecon:
To set up a new telepecon, the builder must posses the following reagents
Once the required items have been required the telepecon can be created, with the skulls being stoneshaped into each corner of the octagonal surface of marble. Markings are placed onto the beacon by experienced magicians to give it a specific aura that the other telepecons can access, and then the rubies are inset along the rim.
Using a telepecon:
Use of a telepecon requires a sacrifice of fourteen levels of spell slots, each of level two or higher. The telecon can be activated without meeting this amount, but for each missing level of sacrifice, a random contributor to the activation process takes one level of exhaustion. In the event that no magic users are available, two lives can account for the entirety of the activation cost.
Once the activation price has been paid the telepecon will activate, and the teleportation process will begin as soon as a spot on the iron globe has been selected using a small stylus attached to the device.
After the teleportation completes there is a 5% chance that 1d4 rubies will shatter, requiring repair before next use. Each activation past the first each day increases the chance that rubies will shatter by an additional 10%, resetting at dawn.
In game use:
Setting up a telepecon:
To set up a new telepecon, the builder must posses the following reagents
- thirty two pear cut rubies each worth 1000 gp each
- seven hundred cubic square feet of white marble
- one magical foci provided by the T.N.'s regulatory council
- one large iron globe with accurate map of Arheim to scale with the approximate size of the planet is engraved into it
- eight skulls belonging to magicians, each possessing some degree of skill.
Once the required items have been required the telepecon can be created, with the skulls being stoneshaped into each corner of the octagonal surface of marble. Markings are placed onto the beacon by experienced magicians to give it a specific aura that the other telepecons can access, and then the rubies are inset along the rim.
Using a telepecon:
Use of a telepecon requires a sacrifice of fourteen levels of spell slots, each of level two or higher. The telecon can be activated without meeting this amount, but for each missing level of sacrifice, a random contributor to the activation process takes one level of exhaustion. In the event that no magic users are available, two lives can account for the entirety of the activation cost.
Once the activation price has been paid the telepecon will activate, and the teleportation process will begin as soon as a spot on the iron globe has been selected using a small stylus attached to the device.
After the teleportation completes there is a 5% chance that 1d4 rubies will shatter, requiring repair before next use. Each activation past the first each day increases the chance that rubies will shatter by an additional 10%, resetting at dawn.
Utility
Telepecons have two main uses. The first is to transport goods from one place to another instantaneously and without risk of loss. The second is to allow important people to travel to and from capital cities on diplomatic missions. To prevent anyone from abusing the system, all government operated telepecons are watched closely and often magicians with widely different world views are selected so that one person will have a harder time convincing them to do something off the books .
Access & Availability
The T.N. is regulated by a council with members from all three kingdoms preventing its abuse. A permit must be bought and maintained to set up a telepecon, and a detailed account of its use must be kept. Currently, each government only has three telepecons in use, as well as a few private organizations such as the Explorer's Society and the Merchants Collective Association each owning a couple, making thirteen telepecon points in total.
Complexity
Setting up, running, and maintaining a telepecon is considered one of the most complicated and taxing jobs for a set of magicians there is. The telepecon is a large octagonal plate connected to a large globe that determines where the telepecon will send its contents to. Sending something to a telepecon that is already occupied will either fuse the two things together (in the case of organic components) or cause a large explosion (in the case of inorganic components), so either a schedule or a magic communication channel must be upheld to avoid catastrophe. Additionally, using the telepecon itself drains a large amount of energy from the magicians activating it, and can be fatal if too few are available to start the transfer.
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