Farportals

Eight ancient gates span the realm. A Traveler opens one toward another, and anyone can walk through for a minute.

Eight Farportals stand in the wilds, one for each of the elements: Fire, Water, Earth, Air, Spirit, Law, Chaos and Death. Each is a single great frame, and each looks different. Turn on the world map's Farportals layer to see where they are, and click one to read about it.

Opening a gate

A Farportal is dark until someone opens it. Opening one takes the Traveler discipline: stand before a frame and cast one of the Open Gate powers. The power you cast decides where the gate leads: Open Water Gate at the Fire gate makes it lead to the Water gate.

  • The way stays open for 60 seconds. Casting the same Open power again starts the minute over.
  • While a gate leads somewhere, it cannot be opened toward anywhere else. Wait for it to close.
  • A gate cannot be opened toward itself.
  • The colour and movement inside the frame show where it leads: flames for Fire, blue ripples for Water, drifting dust for Earth, pale wind for Air, golden motes for Spirit, steady white-gold for Law, purple crackle for Chaos and black smoke with a green glow for Death.
  • The way runs one way. To come back, someone has to open the far gate toward the one you left.

Going through

While a gate is open anyone may walk through it, from either side, Traveler or not, in a fight or out of one. You come out in front of the far gate's frame.

  • Your horse comes with you if you are riding.
  • Siege engines and ships cannot pass through a Farportal.
  • Some frames stand on steps or rubble: climb to the opening and walk in.

Recall to a Farportal

Travelers also learn to reach the gates from afar:

  • Recall to Farportal takes you to the Farportal nearest you.
  • Send to Farportal offers one other player the journey to the Farportal nearest you; they choose whether to go.
  • Recall Group to Farportal takes you there and offers the journey to every member of your group nearby.