The Grungeon Master

The Grungeon Master

A Professional Dungeon Master and Game Master, who's constantly overthinking all things TTRPG.

contact me: [email protected]

Bards Need To Change

Bards Need To Change

Orcs Deserve Better

Orcs Deserve Better

Dwarfs Shouldn't Exist

Dwarfs Shouldn't Exist

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  • @danthiel8623
    @danthiel862336 минут бұрын

    Quite interesting

  • @TheGreatDanish
    @TheGreatDanish58 минут бұрын

    One of the things that runs through most undercities in fiction is the fact that they are *foils.* The Under-city is a dark, dirty reflection of the Over-city. A physical place given to the forgotten, the marginalized, and the unwanted parts of society. So while there *IS* great stories built into the excavation of old ruins, the main point of a fantasy undercity is narrative short hand. An easy way to show to readers that they are leaving the glossy overcity, and away from the tropes the genre inherited from Tolkien. A way of showing the reader that the things they are going to find here are things the society wants to figuratively bury by literally burying it.

  • @samb1532
    @samb153258 минут бұрын

    I think that depending on the timeline and tone of a setting, a different branch occurs: In any setting similar to low fantasy or dark ages Europe, magical practices are treated with extreme suspicion and hostility even by commoners. So major landowners get locked into hypocritical struggles of cultivating their own teleportation circles while aggressively policing nearby towns; anyone with magical items is branded a "heretic" and killed. Items are confiscated by landowners who attempt to break into the upper echelons of society whose wealth gap widens exponentially. In that kind of world I would expect the frequent killing of magic users and limited distribution of casting components to keep teleportation circles out of the common eye.

  • @Stephen-Fox
    @Stephen-FoxСағат бұрын

    My issue with the "if magic existed technology wouldn't progress" is a wee bit more fundamental. If magic exists in a way that's reliable enough to make enough impact on a world to prevent the sort of technology we have from developing? At that point Magic is a technology. Monsters, maybe. _Magic_ ? If it's reliable and replicable as your channel tends to assume (largely due to dealing with world building implications of D&D), then... You've got an alternate technological base rather than a world where technology is prevented from developing.

  • @MemphiStig
    @MemphiStigСағат бұрын

    Well, you're right, of course, because irl we're already eating living things that can and do communicate and interact with their world: animals, of course, but also plants. They're all interconnected, so are we making them all suffer by eating any one of them? Kale is murder! Ftm, *coffee* is murder! Take that, PETA. Still, I came here hoping for recipes and menus. Should have known.😆But now I forsee the Goodberry Wars.

  • @braedenwinstead1984
    @braedenwinstead19842 сағат бұрын

    Wow just stumbled across this channel and its an informational goldmine! With your help i feel like i can improve my quality of writing in a classic medieval magical setting massively

  • @redemption101caleb
    @redemption101caleb3 сағат бұрын

    My explanation for why magic doesn’t break the economy is because magic in my world is too volatile. It’s extremely difficult to get to the point you can regularly cast the kind of magic that allows for this kind of abuse. And if you tried, the more casting the more wild magic.

  • @Stephen-Fox
    @Stephen-Fox4 сағат бұрын

    A Phantom Island might also be like those folk stories of buildings or towns that appear for a day and then disappear, taking anyone inside with them.

  • @basilnottheherb
    @basilnottheherb4 сағат бұрын

    appreciate that we aren't just shitting on fantasy polytheism but constructing and de constructing why it can work and why it doesn't. good video.

  • @daniellapain1576
    @daniellapain15764 сағат бұрын

    Unhinged teleportation even if a certain amount of energy is needed can be a very dangerous weapon.

  • @davidbarney7044
    @davidbarney70446 сағат бұрын

    I like the idea that elves are so intertwined with magic that it becomes an extension to them. They could use magic to permanently evolve themselves to their environment.

  • @soren3569
    @soren35696 сағат бұрын

    So, my initial thoughts.... 1: In legend, magic circles are often undone simply by crossing part of it with something like a single straw of hay. So I don't think I'd allow it to work if it were buried or otherwise covered (enclosing it in a room would still be fine, though). This would be a mixed ruling, since it prevents some of the most severe 'send people to another location' shenanigans, but also serves quite nicely as a simple off-switch for the arrival platform. 2: Permanent does not mean 'indestructible'. A saboteur with something as simple as a dagger or a bucket of water (remember, even a permanent circle is created from gem-dust and ink) could mess up a permanent circle, forcing it to be reconstructed over the course of a year. This would absolutely be devastating to an empire that relies on a network of circles--a city could be cut off from reinforcements at the exact moment an enemy launches a surprise attack. 3: One could, of course, have redundancies built in, by setting up additional circles as back-ups, but that also increases the need for security, since anyone with the sigil-sequence can access them. All sorts of divination magic could be used to get those codes, so your only real option is to invest heavily in physical containment--a cover, as I suggest in 1, but also guards and structures. 4: A trade city is likely to have major smuggling issues--after all, once a locale becomes worth sending goods to in this fashion, it will be worthwhile to set an unregistered permacircle in the basement of a warehouse. This will require a dramatic investment by the city in terms of authentification magic to mark the goods as they arrive.

  • @pinkiechan5758
    @pinkiechan57587 сағат бұрын

    Basing how rare magical items would be in other settings, based on how rare they are, in the game is a terrible idea, because their rarities are only based off of fair rune or however, you spell it which that world has head multiple big civilizations that are super advanced compared to the current timeline for them. They are only common because they mass-produce them back, then setting that super rare could actually be super easy to make it’s just that there’s not that many of them, the easiest comparison to make is a cloak of protection, compared to a ring of protection. There’s a lot more cloaks of protection then there are rings of protection, even though they have the same enchantment and that’s because they were mass produced because back when the setting was made, it was a different addition and, you only had a certain amount of rings that you could use and not being able to have a spell storing ring because you had a ring of protection on kind of sucks

  • @biteryn
    @biteryn7 сағат бұрын

    Yesterday I've had an idea to spam teleports at one point but player can leave the chain and, well do something else

  • @180msdavid
    @180msdavid8 сағат бұрын

    I don't remember ware I heard it but what I understand about elfs is there longed lived by their ability of being reincarnated and a elf revlives their old life memory's for the first 100 years of life. and no new soles are ever made the soles literally come from the efls afterlife and are reincarnated and in there lore. when ever they have more elfs born then there are jobs and homes. it is likely to become adventures or move in to other civilization. as a way to keep adapting and as a way to stave off calamity's. "prophecy's will begin with high birth rates" and evin birth is not convenable there grown from sacred trees.

  • @douglasphillips5870
    @douglasphillips58708 сағат бұрын

    The teleportation circle would become its own border. The trick is unauthorized circles. There would be a heafty penalty for rogue wizards making a circle without a licence

  • @MusingsFromTheJohn00
    @MusingsFromTheJohn009 сағат бұрын

    Move Earth is nerfed, as it should be since it is a cantrip, by only moving loose earth, which is not packed earth, but is earth which can be moved by hand without a tool. That makes this spell much, much less useful, but it is only a cantrip. Now, add to this the spell Transmute Rock, which if I understand it correctly can convert a 40' by 40' area of rock 10' deep into mud. Now, this is a 5th level spell, so definitively not as easy to cast as a cantrip. But, mud is loose earth. Now, this spell lasts until dispelled. So, you could take an area of hard stone, turn it to mud, move it around with the Move Earth cantrip, then dispel the Transmute Rock spell and have the mud return to being hard stone. This then can allow you to make hard stone shapes, which probably should not be very detailed, but certainly could be simple shapes. Imagine how this could be used in a granite mountain to make a tunnels and rooms into. There is the other direction you can use Transmute Rock, turning mud into soft stone. This is less useful though, because whenever the Transmute Rock spell is dispelled it turns back into mud. Then, 2nd level Borrowed Knowledge and 4th level Fabricate. Get the raw materials for something you want to make for your newly excavated granite dungeon and borrow the relevant knowledge and you can make quality designed items to decorate with. So, get these spells to make your own dungeon. Move Earth cantrip Borrowed Knowledge 2nd level Fabricate 4th level Transmute Rock 5th level

  • @SEWithKev
    @SEWithKev9 сағат бұрын

    Thank you for this. I've always been dismayed by the hand waving. Especially when the being with teleportation takes off and the rest of the party travels for 2 weeks to catch up like its no big deal. 2 weeks is a long time to despise that person and I feel like a being that could teleport would quickly learn how important it is transport others if they could afford it.

  • @uis246
    @uis2469 сағат бұрын

    Listening to this I cannot think about real world

  • @christhiancosta1844
    @christhiancosta18449 сағат бұрын

    About half of the video, but it already paints an interesting world for games imho I do wonder tho, how would banditry and hordes operate, because they thrive getting resources from weak and this new world would lead to centralization of resources in highly defended areas, lack of resources in defunct towns and cities that could manage to exist would strive for better roads and defenses

  • @megafakecannel
    @megafakecannel9 сағат бұрын

    I have to wonder if you could break the circle by having it inscribed onto two movable panels. Bring the two halves together in same spot they were inscribed all year to have it active again. Maybe even use mending to attach them if that is needed.

  • @shippuukiba1096
    @shippuukiba109610 сағат бұрын

    It is a breath of fresh air for somebody to address the subject of Disabilities in dnd without being preachy. Thank you

  • @oicmorez4129
    @oicmorez412911 сағат бұрын

    Just keep in mind there aren't that many high level wizards for hire

  • @Gunth0r
    @Gunth0r12 сағат бұрын

    Teleportation, if it ever becomes a thing, would be the single most transformative piece of technology ever known to man. Not even matter synthesis from energy or FTL travel would be as transformative.

  • @MusingsFromTheJohn00
    @MusingsFromTheJohn0013 сағат бұрын

    I would say that a teleportation circle would either be; > set up outside a city so that if it was taken over it would not breach the cities defenses for less militarized cities and even then it would have guards to collect taxes and such, or > it would be set up in a very well guarded kill zone so that even if an invading army started coming through they would face extremely high deaths. Teleportation circles would be great, but they would have severe limitations on how much trade goods could flow through them. Maybe you could get 100 people with packs and such to rush through in the 6 second window, but it is a 5th level spell which uses up a spell slot and that spell slot takes a long rest to recover. A Medieval Galley might carry 1,000,000 pounds of cargo. So, let us say you get 100 people each carrying 250 pounds of goods going through in 6 seconds, that would be about 25,000 pounds per casting of the spell, thus 40 casting could equal the cargo movement of a Medieval Galley. An 11th to 12th level wizard could cast this spell once per day, so a single 11th to 12th level wizard could do the work of a Medieval Galley over 40 days. While that it pretty good, it is still quite limited compared to the amount of trade that happens. Now, in the 15th century Venice, a single city, was importing about 1,600 tons (3,200,000 pounds) of spices every year. So, one 11th or 12th level wizard working with no days off could transport this volume of goods (assuming it was all sent through the same place), over a period of 128 days. Again, that is really good, but spices were a small part of the whole trade of goods. Looking for another example, "By 1700, the port of London was handling over 300,000 tons of international trade a year, not to mention the hundreds of thousands more tons of English produce required to provision the city - mountains of flour, cloth, cheeses, beer, meat, fish, fruit, iron, timber, lead, leather, and coal - as well as the city’s own manufactures sent to the rest of the country, such as pottery, soap, glass, and paper." 12th level wizard working 5 days a week 50 weeks a year casting the spell 250 times, transporting 12.5 tons each casting, moving a total of 3,125 tons of cargo. 192 12th level wizards could move about 600,000 tons of cargo a year, replacing both international and national trade for the port of London around the year 1700. 192 12th level wizards dedicated full time to only moving trade goods is a lot. Now, granted: > a 13th to 14th level wizard could cast the spell twice per day > a 15th to 16th level wizard could cast the spell three times per day > a 17th to 18th level wizard could cast the spell four times per day > a 19th level wizard could cast the spell five times per day > a 20th level wizard could cast the spell six times per day So 32 20th level wizards who worked full time doing nothing but moving trade goods could replace the port of London from the year 1700. How many 20 level wizards are in your fantasy worlds major cities? And this does not cover the trade for London that did NOT go through the port.

  • @Grungeon_Master
    @Grungeon_Master11 сағат бұрын

    Excellent calculations, these are very insightful. However, DND also has access to bags of holding, which are the key to this puzzle in terms of a scale multiplier. In addition, pack animals can carry a lot more than labourers, and depending on interpretations of carrying vs dragging, we could well see a dozen wagons heading through with good enough organisation. I do see your point, though. And I do mention in the video that high-volume, low-profit goods would likely be shipped the traditional way, still. But these make far less attractive targets for bandits and taxes, generally - and would be best served by a train, anyway, really. Certainly, not all trade passes through teleportation circles, but silks, spices and processed goods are very likely to be prime targets for this use, and it's much harder for interstitial trade routes to profit from the transport of bulky non-processed goods than high-end commodities. But in any case, excellent maths and a definite proof that this method does not replace traditional trade entirely. An analogy I like is to a small cargo plane that can visit a city a few times a day (more with more mages). There's no doubt that this revolutionises trade for an even semi-renaissance city.

  • @MusingsFromTheJohn00
    @MusingsFromTheJohn009 сағат бұрын

    @@Grungeon_Master I agree things could be done to make it more efficient to take goods through a teleport circle. I think a portable hole would be better than a bag of holding. I actually considered the idea of pack horse drawn carts, human pulled carts, pack mules and such, but you have six seconds to get whoever is going through to get through. For such a mad organized rush I think packing in 100 humans carrying 250 pounds each might work the best, because getting animals to organized and move that fast would likely not work as well, I think, maybe. I can definitively see really high value goods, important messages, important people and such almost always using such transportation rather than going the slow and mundane way. My point though is that unless you have a very high number of 11th to 20th level wizards in your world and/or high numbers of bags of holdings, portable holes, and similar magic items; then it will not disrupt trade to the degree you talked about. Another method of trade kind of like this could be through the use of the gate spell of an item like the Cubic Gate. You could open up a 20 foot diameter portal for 1 minute to another plane where another portal would be opened for 1 minute to some other destination in the plane you came from. I can see wars being fought over this, to kill all wizards except your own who know the "teleport circle" spell. Then, whoever could lock in a monopoly around that could become so wealthy and powerful they would be like the Spacing Guild in Dune. Could make for some really cool campaigns scenarios.

  • @snowman9631
    @snowman963113 сағат бұрын

    You would NOT be as strong as an Ogre or Ox. It would be somewhat close, but size matters, and both are large compared to your medium. A rat could carry 93lbs or drag 187.

  • @philipmeade7789
    @philipmeade778913 сағат бұрын

    One thing to think about is that the spells in the PHB are not all the magic that exists in the world. It represents the most common and widely known spells. It is a core part of DnD that there is other magic in the world. think of cultists resurrecting a god or whatever - this is a classic scenario, but we don’t have a spell a player can use to do that. Think about what magic could be developed for economic purposes. A teleportation circle, scaled up for commercial transport. A bag of holding scaled up to be a crate of storage. These are straightforward innovations.

  • @banan9377
    @banan937714 сағат бұрын

    In addition to Common language, mages also have access to Tongues and Comprehend Languages spell so even without Common, communication with other languages is pretty easy.

  • @Fayanora
    @Fayanora15 сағат бұрын

    One thing you forgot to factor in was mining operations and other resource gathering operations. Your portal-trade cities wouldn't be entirely cut off, because they would have to occasionally explore around looking for resources in the wilderness, so that would be one reason to keep funding roads, navies, etc. If they don't do that, their economy is eventually going to collapse.

  • @AndrewMartinNZ
    @AndrewMartinNZ15 сағат бұрын

    Once a wizard has a headband of intellect, he'll soon have gauntlets of ogre power and the equivalent for other attributes, Dexterity, Wisdom, etc.

  • @Fayanora
    @Fayanora15 сағат бұрын

    I will also add that the short-range teleportation in my writing (shadow-walking, Blinking, light-walking, and mist-walking) largely functions by either line of sight (largely used if you don't know where you're going or where you are) or by going from a known location to another known location if you know where the two locations are in relation to one another. A common use of shadow-walking on Earth is witches using it to go from the market to home or vice versa, teleporting from one embarkation room to another. But even going from one known point to another has its distance limits. In one book, a few particularly powerful witches manage to teleport many miles away from a rest stop to their next destination city, but they're far out of the norm for that, and also that part takes place in an alternate universe where the magical government has gone to sh*t and all the normal state wards are down. Also in the previous book, someone new to shadow-walking manages to teleport an unusually large distance (much more than the previous example) once or twice, mainly due to adrenaline, but runs out of steam quickly and is reduced to line-of-sight shadow-walking for the rest of her journey.

  • @KellAnderson
    @KellAnderson15 сағат бұрын

    How do you handle bulk goods in this situation? You need 150 pounds of wheat per person per year just to keep them fed. Wool and linen are going to likewise need large bulky quantities. Then there's things such as building materials and minerals - especially ores which need to be refined.

  • @rowbot5555
    @rowbot555516 сағат бұрын

    Definitely putting an awakened shrub with a headband of intelect in my next game

  • @Fayanora
    @Fayanora16 сағат бұрын

    In my writing, a lot of it takes place in what is essentially our world, with witches and magic being hidden. (Yes, just like in Harry Potter.) I'm not going to get into the complexities of their laws around teleportation right now. What I will get into quickly is the simpler laws around teleportation in one of the faery realms in the story, Fomor. Fomor is a world where nearly everyone has magic; magic is so ubiquitous that they don't have schools specifically to teach magic because it's just part of ordinary school curricula. Teleportation magic is common there. They still use vehicles for transporting cargo and kids who don't know how to teleport yet, since there's a limit on how much you can carry with you, but there is a lot of personal teleporting going on. The different countries there allow teleportation within their own countries but block it between countries to avoid invasions. They also have ways of blocking teleportation into or out of certain buildings like prisons, banks, government buildings, people's houses, etc., mainly by using magical wards. Individuals can also have their teleportation rights revoked using anti-teleportation shackles, though usually such people are also barred from using their magic, so they typically have on instead anti-magic shackles which include an anti-teleportation function. (To prevent friends, family members, allies, or even enemies from absconding with them.) This world does also have something akin to bags of holding, called tunnel-boxes, but those are expensive. They are essentially bags or boxes whose openings are permanent portals to a specific storage unit. Cheap ones only hold about the same amount as a small locker, and even those are kind of pricey (like maybe $300?). The more the available space in the tunnel-box, the pricier they get. And not just anyone can make one; the math skills, the licenses, and the artificing skills necessary to make one are a large barrier against just making your own tunnel-box. So some of the taxes and tolls for land use you mention are made up for by the taxes and licensing fees for larger tunnel-boxes. Also the storage units of tunnel-boxes do take up real-world space, so they have to be located somewhere on land that either you own, or which is owned by whoever made the tunnel-box and is rented out to you by continuing rental fees if the box is beyond a certain size. (That is, one the size of a small locker is probably going to be adequately paid for by the initial cost of the tunnel-box, at least for maybe 10 or 15 years.)

  • @myanrueller91
    @myanrueller9116 сағат бұрын

    The Wheel of Time explores this question pretty heavily once our heroes rediscover Traveling. Since it’s teleportation by portals that slice through the air, there’s a practical problem of hurting someone or cutting them in half when Traveling randomly. While it is used as a weapon a few times in the series, more often than not, that first restriction is a concern that causes people to set up specific areas for Traveling. And it fundamentally changes movements of people and armies and supplies throughout the series. The series explores the changes of logistics and strategy. And since not every side of various conflicts has access to Traveling weaves until later in the series, there’s a lot of guarding the ability secretly.

  • @McMollet
    @McMollet16 сағат бұрын

    Not sure if mentioned, but the owner/governing body with authority over a given teleportation circle would have an ENORMOUSLY easy time taxing and tarrifing any incoming trade. Having only one, completely set, point of entry for commerce into and out of the city almost completely destroys smuggling. So I guess a clear benefit, VERY effective taxation and protectionism as well.

  • @shawncayton2889
    @shawncayton288917 сағат бұрын

    Disabling a teleportation circle could be as simple as placing it on stones, one or 2. Maybe even 3 thst are lose and could be removed and hidden when not in use

  • @codyraugh6599
    @codyraugh659917 сағат бұрын

    Id argue that WoW is more teleportation happy... And well if you stop to think for two seconds, it undermines or entirely invalidates about 80% of their plotlines, particularly when they spam teleport and half the time can teleport without restriction, or even in spite of claims of restrictions.

  • @simperingham
    @simperingham18 сағат бұрын

    This didn’t make a lot of sense until you brought up the zero cost house rule. If there’s a cost to each trip, it just becomes an economic problem. The price of travelling over land just has to weigh against the cost of the gold. In short, you’re essentially just describing airplanes. And it’s worth saying: in our modern era, freight shipping still exists.

  • @Nirvashvos
    @Nirvashvos19 сағат бұрын

    So whenever trade routes dry up and small towns get abandoned the monsters of wilds and the darker places claim what remains and trouble the surrounding area. Adventurers are needed because teleportation leaves areas suddenly without traffic and protection. This could be interesting to use in high magic campaigns. Personally I tend to write my world in such a way that people can cast 5th level spells are typically countable on hands per country instead of city. So though certain capitals may have a circle in use, there are very few people capable of using this

  • @christopheroleary1452
    @christopheroleary145220 сағат бұрын

    In my setting, regulation of magic is one of the principal conflict points. All known teleportation circles are sealed such that the combination of sigils is not visibile. Only specially trained teleportation mages from the central magical authority are able to operate these circles because only they know the sigils. And beyond that, as the sole legal magical educator, they also control who may learn the spell itself. They charge significant fees to use this network of teleport circles, and the revenue generated practically funds their entire organisation.

  • @Stephen-Fox
    @Stephen-Fox20 сағат бұрын

    On instinct, I disagree about leaves and flowers for cave plants that use magic as a substitute for sunlight - Leaves to increase the surface area to allow for increased efficiency in the absorption of ambient magical energies; flowers because certain kinds of bat are good pollinators, and with the existence of underground plants I could imagine a species of bat evolving that never leaves a cave system because their food source is present underground with them.

  • @Stephen-Fox
    @Stephen-Fox21 сағат бұрын

    ...The idea that if I were to do a generic fantasy setting I could put Hollow Knight style stagways - fantasy equivalents of a tube system - into the setting has somehow never occurred to me before. Despite playing fantasy games with equivalents of a tube system in one or two of the cities within them (FFIX in particular comes to mind)

  • @jsmxwll
    @jsmxwll21 сағат бұрын

    you made me picture a bunch of paintballers in tactical gear shooting pepper balls instead of paint balls into a wizard's face.

  • @user-lz1yb6qk3f
    @user-lz1yb6qk3f22 сағат бұрын

    Chinese triads guys. Chinese triads.

  • @ognyannedev5979
    @ognyannedev597922 сағат бұрын

    Teleportation is like private jets without the existence of the actual airline industry. Its still just used by a few eccentric rich people. You cant industrialize high level wizards and you cant employ them in a 9 to 5 teleportation amazon either. In dnd at least, serious teleportation is quite limited, especially when you take into account how rare high level wizards should be. 1 in 5? More like one in 100. Most "wizard academies" should be just an old wizard mumbling random arcane bs to a room of 4-5 rich kids. Candlekeep is an outlier addmittedly. And self taught wizard adventurers are wild cards.😂

  • @mignonhagemeijer3726
    @mignonhagemeijer372622 сағат бұрын

    I imagine teleportation circles to kind of be similar to airports. It quick, requires a high educated/ skilled workers but it s very expensive. The majority of goods and raw materials are still being transported/sold over land and sea. But highly valuable or quickly perishable items (in IRL that would be things like computer chips) would be transported that way. I my setting there is a special mineral with life extending properties. But it needs to be purified (in a highly kept secret and state controlled location) in its raw form has negative impacts. So i use the logic that the raw materials get transported over land to a major state controlled hub. Then teleported to the secret location & then teleported to the capital where the richest people live. Where in turn it might be distributed to the aristocracy in other countries.

  • @glyphdragonix
    @glyphdragonix22 сағат бұрын

    I imagine this would lead to people who have teleportation magic to have to get verified by the local lord for beeing able to ship goods and take the taxes that would have normally been paid on their journey and maybe a bit extra. Teleporting goods without this verification would be illegal, and any trader not announced by a registered teleporter would immediatly be suspended. Then there would be a whole buisness of faking the type of verification that the crown-teleporter uses. Those are my thoughts.

  • @IvanMoncure
    @IvanMoncure22 сағат бұрын

    Presumably all legal trade of any substantial value would move through teleportation circles which had infrastructure to check for criminals, contraband, etc. These would essentially end up charging however much you save on tolls for their use unless you had a good-guy wizard running one at-cost out of the kindness of his heart. Smugglers, Outlaws, and the poor would use roads and travel on foot anyway, so depending on the minimum cost for a teleport, tolls and defensive structures may still spring up. They’d definitely be fewer and further between though. You’d also need to think about how fast / economically you can move armies through a 10 foot wide 6 second teleportation circle.

  • @SecularMentat
    @SecularMentat23 сағат бұрын

    It seems like wizards who were 'within the fold' might have unwritten rules on how to use a teleportation circle. No mass trade allowed. Because it will inevitably cause these effects. So the guilds and such use it to move hyper valuable stuff that they personally don't want to get into the hands of brigands. But mundane trade stays with the locals. So you don't destabilize economies. Now. The fun bit is tracking down and dismantling rogue wizards that do this to get rich. Or you'll have arcane justiciars of mage guilds hunting down and breaking the permanent enchantments of 'non-sanctioned' circles. This idea definitely adds a few 'out clauses' for this idea in world building. I like it.