Transference Circles

The Keys to the Kingdom

If my work as Ambassador didn't require me to use those blasted things so frequently, you couldn't convince me to step onto one of them ever again. They're horrid; they make me nauseous every time I have to use one!
— Timber Elf Ambassador Ervalin Scida
  Transference Circles were first created by Arcanist Mai Ourahi in 6154, after the discovery and subsequent study of the first Sa'avian Ruins in Tolara; using her understanding of teleportation (and other Conjuration based) magics known at the time, and the arcane sigils found in the ruins, she was able to reverse enginere the magic. This was then used to reconstruct new Circles which connected two locations together via the Weave- Saethar'Kori and Port So'Lae- using new buildings specifically constructed for the purpose of the experiment.   With the success of the experiment, for the first time in the known history of Saleh'Alire, two specific locations could be connected with one another in order to allow instantaneous teleportation between them without needing to rely on temporary portals or short range teleportation spells to increase movement speed. And so long as both sigils remained intact and undamaged, they could theoretically be used indefinitely; the new method of travel became known as Ourahi's Transference (or "Transference Circles" the buildings constructed to house them eventually became known as Way Halls.

Creation

  Transference Circles are difficult to establish; they require a huge quantity of materials- as well as no insignificant amount of time, skill, and precision, to establish properly. Additionally, two teams must work simultaneously in the locations being connected. This work must be in near perfect coordination with the other team, and must be done every day for the full course of a single year.   Of course, the later is only true if one wishes to create a permanent pathway between two areas. Temporary Transference Circles with a lifespan of a year may be created as well- though the process to create them is just as difficult. Still, they are easier since they only take 6 months of such coordination by comparison.
Type
Arcane Spell (Conjuration)   Purpose
Long distance travel   Casting Time
6 months (Temporary)
1 year (Permanent)   Difficulty
Advanced; 8th level
Due to the incredible difficulty of establishing them, Transference Circles are understandably rare, highly prized, and heavily controlled and regulated. As a result, they are typically created as one of many- all of which are housed within a single building called a Way Hall. These are a sort of teleportation nexus where a number of circles are housed in private chambers, connecting them to various other Way Halls around the world.  

Uses

  Once established, Transference Circles are predominantly used in the transportation of high value items and individuals both. These most frequently include ranking Government Officials, Ambassadors from various countries and Sophonitc groups, military troops, and military supplies, and so on; very rarely are common people allowed to access Way Halls due to their value, and they remain closely guarded at all times.   Despite this, anyone with enough financial means may call upon an Arcanist of sufficient skill to create a Transference circle for them. For this reason they are also commonly found in High Manors (such as Sylber Manor), and other permanent residences of the affluent of society. Usually these only connect to other properties also owned by the Noble- but occasionally they may also connect to important places of worship heavily associated with them, or their locations of work if they maintain private quarters. In such cases, however, these Circles are typically Temporary ones (in the event the individual should, say, ever lose their position).  

Dangers


Transference Circles are largely safe once established. Some dangers do come with their use, however. For instance, the transportation of too many items or people may occasionally result in some (if not all) of the items or individuals being lost. This will likewise happen if one of the two linked circles for a location are destroyed or damaged during transit; where these individuals and items disappear to, no one knows. But after the incident with the disappearance of an entire elite squadron of the Eris'kan military during their Mythril War with Di'Kae Milona in 6538, people have been increasingly careful not to repeat such devastating losses again.
I was there when the Bright Legion vanished ... We waited for hours for word of safe travel, but none came. To this day, we still have no idea where they vanished to! They're just ... Gone ... And if you ask me it's the only reason Milona won the war; hard to win when half your elite forces vanish into the Weave!
— Lady Corela e'Evarashi
  In addition to people and items getting lost in transit if the Transference Circles are overloaded, the odd limb or two has occasionally gone missing as well. This, however, is easily explainable by the fact that- for obvious reasons- anything outside of the circle's boundaries at the time of transport gets left behind. If that is, say, the arm of a careless and drunken Noble? Well ... Needless to say that Noble will be without an arm when he arrives at his destination 3 seconds later- something which did, in fact, happen to Fearghus Aghton of Castrillis, the young Cáer Rótarlach of Talies, after indulging in one too many bottles of wine in 6622; luckily for him, he employed one of the greatest Orcish healers in his homeland. But he was sure to never repeat the mistake again.



Cover image: Gold Fountain Pen by MJ S

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Author's Notes

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I absolutely love getting feedback on my setting and its worldbuilding. I love it even more when people poke and prod at it, and ask questions about the things I've built within it. I want both. I actively encourage both. And it makes me incredibly giddy whenever I get either. However, there's a time and a place for critique in particular- mostly when I've actually asked for it (which usually happens in World Anvil's discord server). And when I do ask for critique, there are two major things I politely request that you do not include in your commentary:   ➤ The first is any sort of critique on the way I've chosen to organize or format something; Saleh'Alire is not a narrative world written for reader enjoyment... It's is a living campaign setting for Dungeons and Dragons. To that end, it's written and organized for my players and I, specifically for ease of use during gameplay- and our organization needs are sometimes very different than others'. They are especially diferent, often-times, from how things "should be organized" for reader enjoyment.   ➤ Secondly, is any critique about sentence phrasing and structure, word choice, and so on; unless you've specifically found a typo, or you know for a provable fact I've blatantly misued a word, or something is legitimately unclear explicitly because I've worded it too strangely? Then respectfully: Don't comment on it; as a native English speaker of the SAE dialect, language critique in particular will almost always be unwelcome unless it's absolutely necessary. This is especially true if English is not you first language to begin with. My native dialect is criticized enough as it is for being "wrong", even by fellow native English speakers ... I really don't want to deal with the additional linguistic elitism of "formal english" from Second-Language speakers (no offense intended).   That being said: If you want to ask questions, speculate, or just ramble? Go for it! I love talking about my setting and I'm always happy to answer any questions you have, or entertain any thoughts about it. Praise, of course, is always welcome too (even if it's just a casual "this is great", it still means a lot to authors)- and if you love it, please don't forget to actually show that love by liking it and sharing it around. Because I genuinely do enjoy watching people explore and interact with my setting, and ask questions about it, and I'd definitely love to hear from you... Just be respectful about it, yeah?


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