Aaaaand that's a wrap for muh collabs. What else is left on your end, Est?
A couple things to note in your direction as well, @Crusader Lord.
If the core is literally covered in arcane runes, and a child can learn magic directly from it, why would anyone else be oblivious to the fact that it wasn't just a cool-looking sphere? As well, to note, Althius is specifically a portion of the ocean, not a portion of land. I'm guess you meant the orb to have been found on either the Grand Banks or Agrovia then? Might wanna figure out why an elf was so far away from home, when Arrowfell as a province was never at peace and Aethera is on the other side of the map.
Might be good to clarify as well just how old elves can even be. You've mentioned centuries, but on the other hand, elven advisors from Aethera are literally only 30 years old, with Safina being the oldest known elf at 146. Also should probs have a ready answer for why he didn't just kill himself after being free of his 'master'. It was only in the last 22 years that there was peace in Arrowfell, so prior to that, it's fairly likely that a potent caster like himself would be thrust into the battlefield or find himself in a position to train kiddos to be sent off into the battlefield.
And I guess since its a yapping day today, I'll toss up my own thoughts on teleportation:
Teleportation can only be utilized on willing targets in most cases. Exceptions are made for Mirie's Seed, Kronos (because lolPC), and the undead (they don't die from getting their MP bars drained to non-existence). This is mostly used because even teleportation near the ground is pretty fatal. Think about any situation where you just teleport an armored person into the ocean, or a swamp, or literally anything that you plan on teleporting people on top of to kill them.
Teleportation mana cost and spell complexity ramps up exponentially as you try to include more people into it. Set it to an upper limit of 10 people, for practical purposes, so no group of mages is out there teleporting armies into capitals and all that. Due to that same complexity, one can say that it's fairly easy to ward a place against teleportation, so you don't have people teleporting bombs into bedrooms for a quick laugh, unless you specifically use Mirie's Seed.
Portals are more costly to maintain than singular instances of teleportation spells, and in almost all cases, are simply not worth it. I'd say it'd make sense to have it be that portal magic only exists via using Dremora's Shade as a medium, meaning that unless you're Melisande (Kronos-assisted hijinks means the side effects are bypassed) or Evelyn (Seed bullshit do be like that), opening a portal is inviting in the demons. The advantage of portals, ofc, is that you can remotely send magic through it, and you can look through the portal before you step into it. Due to associations with Dremora's Shade, church magic can fairly easily break it to bits.
The nobility of Arrowfell have had access to teleportation magic for the last century or so, but its been fairly finicky and there's always the chance of teleporting to the other side in bits and goopy pieces. Only recently (within the last ten years) has it been useful enough to utilize for transportation by the nobility, but while you can teleport somewhere instantly, the mage doing so would be unable to teleport you back until a day later...and, ofc, that mage needs to be with you in order to do so. As such, when matters aren't pressing, it's more likely the case that nobles would travel to a location via carriage, while keeping a teleportation mage (call em a 'porter') on hand to teleport them back home, if there's any possibility of danger.
Guess in terms of rarity, you could say that the number of mages capable of actually performing feats of cross-province teleportation are more rare than Seeds at this rate, and it could be deduced that Ravenfell's deathlessness allowed them to work around the usual costs and difficulties of learning teleportation magic.
A couple things to note in your direction as well, @Crusader Lord.
itselff covered in arcane runes and so forth, but for all anyone knew it was simply a cool-looking sphere that did nothing.
If the core is literally covered in arcane runes, and a child can learn magic directly from it, why would anyone else be oblivious to the fact that it wasn't just a cool-looking sphere? As well, to note, Althius is specifically a portion of the ocean, not a portion of land. I'm guess you meant the orb to have been found on either the Grand Banks or Agrovia then? Might wanna figure out why an elf was so far away from home, when Arrowfell as a province was never at peace and Aethera is on the other side of the map.
Might be good to clarify as well just how old elves can even be. You've mentioned centuries, but on the other hand, elven advisors from Aethera are literally only 30 years old, with Safina being the oldest known elf at 146. Also should probs have a ready answer for why he didn't just kill himself after being free of his 'master'. It was only in the last 22 years that there was peace in Arrowfell, so prior to that, it's fairly likely that a potent caster like himself would be thrust into the battlefield or find himself in a position to train kiddos to be sent off into the battlefield.
And I guess since its a yapping day today, I'll toss up my own thoughts on teleportation:
Teleportation can only be utilized on willing targets in most cases. Exceptions are made for Mirie's Seed, Kronos (because lolPC), and the undead (they don't die from getting their MP bars drained to non-existence). This is mostly used because even teleportation near the ground is pretty fatal. Think about any situation where you just teleport an armored person into the ocean, or a swamp, or literally anything that you plan on teleporting people on top of to kill them.
Teleportation mana cost and spell complexity ramps up exponentially as you try to include more people into it. Set it to an upper limit of 10 people, for practical purposes, so no group of mages is out there teleporting armies into capitals and all that. Due to that same complexity, one can say that it's fairly easy to ward a place against teleportation, so you don't have people teleporting bombs into bedrooms for a quick laugh, unless you specifically use Mirie's Seed.
Portals are more costly to maintain than singular instances of teleportation spells, and in almost all cases, are simply not worth it. I'd say it'd make sense to have it be that portal magic only exists via using Dremora's Shade as a medium, meaning that unless you're Melisande (Kronos-assisted hijinks means the side effects are bypassed) or Evelyn (Seed bullshit do be like that), opening a portal is inviting in the demons. The advantage of portals, ofc, is that you can remotely send magic through it, and you can look through the portal before you step into it. Due to associations with Dremora's Shade, church magic can fairly easily break it to bits.
The nobility of Arrowfell have had access to teleportation magic for the last century or so, but its been fairly finicky and there's always the chance of teleporting to the other side in bits and goopy pieces. Only recently (within the last ten years) has it been useful enough to utilize for transportation by the nobility, but while you can teleport somewhere instantly, the mage doing so would be unable to teleport you back until a day later...and, ofc, that mage needs to be with you in order to do so. As such, when matters aren't pressing, it's more likely the case that nobles would travel to a location via carriage, while keeping a teleportation mage (call em a 'porter') on hand to teleport them back home, if there's any possibility of danger.
Guess in terms of rarity, you could say that the number of mages capable of actually performing feats of cross-province teleportation are more rare than Seeds at this rate, and it could be deduced that Ravenfell's deathlessness allowed them to work around the usual costs and difficulties of learning teleportation magic.