Material Gates

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A Material Gate is a special form of summoning gate that may be used by natives of Ferath to enter and exit the other realms of existence. These gates are dangerous for a number of reasons, but that has not stopped enterprising sorcerers and summoners from using them.

Contents

Creation

There are two steps to creating a Material Gate, the inscription and the summoning of a gatekeeper.

Inscription

Inscribing the physical form of the Gate requires a Circination test. The obstacle depends upon where the summoner wishes his gate to open:

  • Pandemonium, closest analog: Ob 4
  • Spirit World, closest analog: Ob 5
  • Shade/Shine, closest analog: Ob 5
  • Shade/Shine, specific location: Ob 7
  • Specific demiplane: Ob 6
  • Rima, specific location: Ob 8
  • Return gate, closest analog: Ob 7
  • Return gate, specific location (see below): Ob 10


Drawing this circle takes two hours per obstacle point. Failed gates normally do not open at all, but the GM may opt to allow them open to a place other than what the summoner intended. Gates to Ferath may only be opened from one of the other realms.

Normally, a Material Gate takes those who pass through it to the closest equivalent in the target realm. For the Spirit World, this is the direct reflection of the gate's location in Ferath; for Pandemonium, it is the closest ground in that realm directly below the gate. The analogs for Shade and Shine do not bear any obvious relation, in terms of appearance or location, to their equivalents in Ferath. However, a summoner can be assured that these gates always point to the same location in the other realm. Gates to a specific location require the inscriber to have direct knowledge of the location in question; they must either have been there in person, or had it shown to them via a spirit's Reveal service or the Inspiration miracle.

Rima has no analogs; gates to that realm must be aimed for a specific location. Pandemonium and the Spirit World may *only* be accessed through analogs. Demiplane gates always bring travelers to the same place on that plane.

A gate always allows passage in both directions; those who would leave these rips in reality open would be wise to wrap them in the strongest Prison circle possible to prevent invasion from the other side. Rarely will greater Named bother to investigate such things in person, but they will quickly learn of them and send their agents to investigate. However, leaving a gate open is the only way to ensure that your return trip is possible!

Creating a separate return gate is possible but difficult, as it requires the summoner to survive and be free to work for many hours in the other realm. These gates return travelers to the closest analog of where the gate was drawn (in the cases of Rima, Shade, Shine, and demiplanes, this is entirely up to the GM). From certain planes, however (again: Rima, Shade, Shine, and demiplanes) return gates may be directed at any familiar point in Ferath!

The Gatekeeper

Every gate must have an attendant Keeper. A corporal spirit must be summoned and bound into the gate in order to keep it open. This special Gatekeeper service may be performed by any Order capable of the Empowerment service, though the spirit must be from the realm to which the gate leads (or from the realm where the gate is opened, in the case of return gates). Merely meeting the Summoning obstacle will bind the Named to keep the gate open for less than a minute: long enough for the summoner and his immediate companions to pass, but no longer. Additional time may be bargained for.

Closing a Gate

Destroying the circle does not destroy an open gate - it merely makes it impossible for the gate to be reopened. There are two ways to close an open gate:

  • Faith: A minor miracle used to banish the Named holding the gate open closes it.
  • Summoning: Another Named may be summoned to undo the work of the gatekeeper (as a Physical service, with the attendant price). It may be from any realm, but must be of an equal or greater Order to the being holding the gate open.
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