There are an infinite number of portals, limited only by your imagination. As a matter of course, Nine Portals offers a default for portal creation based on the Nine Greater Portals of power. Therefore, review the updated portals and their attributes before working them into your game plan.
There are two primary manifestations of portals—Natural or artificial. Natural portals are caused by phenomena of various kinds. These might be rifts in space/ time due to the alignment of invisible forces of chaos (unconscious forces). Artificial portals are created by sentient beings, or are natural portals which have been fixed into one location by an arc. An arc is a housing structure for a natural portal. For instance, a phenomenon known as a gas portal will drift in interstellar space, and on occasion finds its way to terrestrial worlds. Sentient beings knowing of such portal movements in space, may decide to erect structures to snare, and confine, the portal to a fixture.
All lesser portals, whether natural or artificial, draw their power from the essence of one or more of the nine greater portals.
The Nine Greater Portals
The Nine are a preexisting family of portals adrift in the absolute void beyond space and time. These portals are told to us to have been brought into the realms of space/ time by the giants of chaos. While some of these portals are natural, the artificially created hyrdo portal is still considered a greater portal, having been created by god-like entities.
The greater portals have been revised in 9PRPG in 2014. They are as follows:
1. Ice (giant portal)
2. Fire (giant portal)
5. Metal (polarity of fire, air, iron)
6. Necro (elemental salt)
7. Diabolic (elemental venom)
8. Hydro (elemental yeast, water, and polarity of ice)
9. Earth (A harmonious combination of the elements)
All of the nine greater portals were spawned from the ultimate portal, also known as the chaos portal. The term chaos portal was later applied to all magically crafted or technologically engineered portals for accessing any part of the same realm by bending the harmonious frequencies of various elemental forces found in nature.
Opens to realms of ice, or to another specified location by the game admin.
Opens to infernal realms.
Opens to places ordinarily difficult to reach with other portals. For example, a part of adventurers wish to reach the loft of Azerel, a city resting aloft the zenith of Mount Arabrak. This mountain is impossible to climb by any means, for its sides are a smooth marble stone, and its height is a few miles to the top. So, a hidden beacon is placed at the foot of the mountain somewhere, and an air portal is nested at the city on the top of Arabrak.
Opens to aquatic realms, places where water is the centralized theme or element, and other portals pertaining to water.
Opens to high tech structures, bases, or ancient places associated with the element of metal. The metal portal was first duplicated as a usable portal for humans by the cyborg race (See Threshaven, by Thomas P. Walton).
These evil portals are scattered across the earth in hidden places, such as graveyards, ancient tombs, battlefields of old, and derelict ships. A necro portal crosses between the human world and the necroverse. The necroverse is a temporary magical universe created by the necromancer’s elite, as a means of accessing power from the world of the dead, and to have the best of both worlds.
These portals are a one-way-door-to-death. Every one of these portals is the orifice of a gargantuan devil waiting to devour whomsoever enters the event horizon. Some diabolic portals are more aggressive, and have evolved into masses of flailing tentacles, which can drag unwary adventures into the portal.
A water, gas, ice, metal portal—all in one. This portal is primarily a gaseous portal house within a metal frame. Hydroportals are artificial, but very powerful, and the most accurate portal known to super-science. You can go anywhere there is a beacon for the portal.
The most stable portal of all elemental portals. The earth portal is a magical fabrication of the original greater earth portal. These portals are either natural or elf made. Druids use them, but do not have the full knowledge or ability to create true earth portals to the source. However, earth portals may be magically cast, so as to move from one place of harmonious earth forces to another. An earth portal, for example, will not operate properly if there are necroportals or metal portals too close by. Thus, wars between druids and cyborgs have been fought over such territories.
A portal is a door between two entirely separate places. Any kind of threshold is potentially a portal. When forces are exacerbated by magic, psionics, or technology, the threshold will create a portal—A door to another place in space/ time.
There are subclasses for portals:
A dimensional door opens between dimensions humans normally can’t cross over. For example, opening a portal through a wall on the first floor of a building, crossing through the second dimension (flat surface of the wall), and passing the third dimension again at the second floor. Dimensional doors are typically opened by spell casters to move from location to another very quickly. Similar to teleportation—Yet, whereas teleportation takes a person instantly to another location without the need of movement, a dimensional door requires the person to step into the threshold.
A rift is created where there are leylines crossing, forming a nexus, and opening a portal on the mark of the nexus. (See Rifts by Palladium). In essence, a rift is a tear in the fabric of space and time, or between two completely different dimensions.
A smash portal is a colossal time storm, like a giant wheel of electromagnetic and gravitational forces, bending and exchanging realities from one dimension to another. Unlike most other portals, a smash portal can destroy its surroundings. These kinds of portals are natural or supernatural. Little is know as to how these portals manifested in the realms. (See Smash Portal, by 9Portals.com).
A small platform which will teleport a person to another telepad.
A man-size portal, much like a dimensional door. This portal can be combined with a telepad by synchronizing technology and magic.
Another word for an object which will teleport whom so ever touches it. Teleporters are usually activated by touch, and then a word of power, or a magical gesture. A psionic may use mental powers to use the same portal without the need to utter magical words. It’s the thought going into the teleportal that counts.
A door leading to a different time, rather than a different place.
Also called a temporal door.
A portal of darkness. The entrance to a waygate is an arch through another surface, like a cave in a mountain. The event horizon of the portal is at the point where light cannot break the darkness. Walking through a waygate can lead to anyplace the game administrator chooses. No body knows where waygates arrived from. This idea comes from the literary works of Robert Jordan (See The Wheel of Time, by Robert Jordan).
In 9portals RPG, we can implement waygates into any other game, such as Rifts or Dungeons and Dragons. How the waygate operates is subject to the better judgment of the game admin or the dungeon master.
A spiraling tunnel of quantum properties which allows travel from one point in space to another in far less time (subjective). In a nutshell, a worm hole allows for starships to travel at warp speed through space.
Other kinds of portals which do not necessarily fit into any subclass are listed below:
A man-made portal for transporting anything from one place to another.
A very large man-made portal—Or a construction built to house and harvest the energy of a natural portal or magically created portal.
A zone of gaseous substance which bends space and time around itself. These can be natural or artificial.
An entity or a creature who can teleport other sentient beings. Such creatures are usually guardians of secret places, assigned to protect ancient secrets or highly advanced technology. A password can be used to ensure the creature teleports only those who have knowledge of the secret phrase or password.