Professional Documents
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INCUNABULUM OF THE
UNCANNY GATES AND PORTALS
P. GRECO
1. Kefitzat Haderech 3
2. Connections 4
2.1. Portal Networks 4
2.2. Remote Perception 5
2.3. Awareness & Access 7
3. Portal Form 8
4. Portal Keys 9
5. Portal Construction 10
6. PORTATRON: Holistic Portal Opening Generator 12
7. The Infamous d666 Quick Portal Destination Table 18
8. Paolo’s list of Portal Sources and Inspirations 30
Contents
Date: July 2013, second revision.
1
2 P. GRECO
Many thanks to Alex, Brett, Carlo, Chris, John, Kyrinn, Matt and Richard.
You know why.
Many thanks also to all the Original Tilean Murderhobos for being awesome
test subjects. Never happy with being only merely wounded, they always try
to die in the most amazing ways possible. The portal west of the Upland Marsh
(detailed in the Adventure Fantasy Game adventure “The Temple beneath the
Harga Volcano”) has been the springboard to many, many adventures we will
not easily forget. And the reason why I started this project. Thanks. I mean
it.
Paolo
KEFITZAT HADERECH 3
1. Kefitzat Haderech
Portals are gateways connecting distant locations, folding the space between
them and making it inconsequential. Portals will make campaigns accelerate
and evolve, often in unforeseen ways. Portals are the kefitzat haderech.
Portals are a plot device used to subvert another important plot device and
fundamental part of the game: travel through dangerous places.
Travel in adventure games is full of dangers and uncertainty. Bridges and fords
might be washed away, roads might be washed away just as well and blocked
by fallen trees or brigands, forcing travelers to take long detours. Orcish
hordes, Evil Overlords, deadly swamps, treacherous seas, scorching deserts
and impervious mountain ranges seems to be always between the adventurers
and their destination.
Portals can make travel much quicker and safer. Once they open you only
need to jump over that terrifying black abyss to reach the other side, which
can be very close or very far away. Instead of riding for three weeks avoiding
both brigand and patrols it could only take two hours, 200 gold sovereigns to
buy the key off a shady dude in town and dealing with the barbarian tribe
between us and the portal. I told you it would be convenient.
Portals are primarily about connection: everything else is just campaign pro-
pellant and commentary. The book starts with a discussion of portal con-
nections, then covers portal keys, form and construction. Next is the portal
generator PORTATRON, followed by the Infamous d666 Quick Portal Desti-
nation Table and a list of references.
4 P. GRECO
2. Connections
2.1. Portal Networks. Portals create new links connecting different places
in your campaign, creating a second connection network. In a similar way
underground trains or sewers create other networks under a city.
The following portal topologies, combined with the different topologies of
your campaign, produce radically different effects. They order based on their
setting-breaking potential. And you can pick-and mix the topologies.
2.1.1. One-Way. Each portal opens on a remote location and allows only one-
way trips. The return trip will be done by other means, most probably mun-
dane. Finding another portal for the return trip might be a big deal.
This portal is usually opened by bringing its key to the entrance. An inter-
esting variant is a one-way portal opened from the exit location.
2.1.2. Coupled Portals, Hubs & Nexus. This is the easiest way to set up por-
tals. Portals are coupled and stepping in one with its key will bring travelers
to the other one, allowing for two-way travel.
To make portals more useful unconnected portals can be built close to each
other to create a portal hub. This concept can be pushed, creating a portal
nexus, with tens of portals. Creation, control and destruction of hubs and
nexus is a concern for any power-hungry faction in any campaign.
1
I suggest both. -P.
KEFITZAT HADERECH 5
2.1.3. Relays. Going from Portal A to Portal D involves going through portals
B and C on the way. This relay can be simply players walking to intermediate
portals (step in portal A using its key, exit from B, walk to and step in portal
C using its key, exit from D) and stepping through them, or activating the
exit portal with a different key, opening toward another intermediate location
(step in portal A with the key 1, exit from B, step in portal B with key 2, exit
from C and so on).
An interesting option for portals with multiple destinations and keys is auto-
matic forwarding: the destination portal will automatically forward travelers if
they have the right key for any appropriate destination. This can be problem-
atic when players are not aware of the “other” key, as they will step out of the
wrong portal. Messing with your players’ heads is fun for everybody.
2.1.4. Portal Groups. A portal group is a number of portals that can each
open onto any other member of the group. A group is much more fault-
tolerant (deactivating one of the portals does not disable other portals) but
makes the portal areas way more accessible and vulnerable.
Having different keys to select the portal destination creates a situation much
similar to Coupled Portals above, but with the difference that destroying or
deactivating a single portal will not impact the rest of the group.
It could be interesting to have all the above conditions change during a cam-
paign. And possibly not only by providing increasing access to portals. Portals
can be destroyed, bricked up, keys lost, or fortresses built around them: such
measures can be build to both simply stop access to the portal and travelling
through it.
8 P. GRECO
3. Portal Form
Portals are traditionally shaped like trilithons, archways or door frames. Por-
tals look like other passage entrances therefore, following the principles of
sympathetic magic, must act like them. They allow passage between other-
wise separate spaces.
This is important because it reinforces the idea of transition for everybody
at the table. Stepping through a portal frame and its opening has all the
narrative connotations of going through a locked door. With a topping of
magic due to the supernatural space-warping effects. Plus a sprinkle of sparks
and lights and strange sounds when the key opens the portal.
Make it memorable, don’t let it be just an ordinary door.
If you need to generate a frame, opening effect and some distinctive extras for
a portal, roll 3d20 on the table below.
1d20 Portal Frame Portal Opening Extras
1 ordinary stone mirror surface warmth
2 quartz an empty area faint glow
3 bones shimmering surface windy
4 wood (ordinary) wall of water/liquid oozing
5 exotic stone psychedelic colours none
6 gold just darkness strange sounds
7 obsidian / basalt fog hums
8 iron / steel strong light greasy
9 unknown, alien metal mud chilling cold
10 opal iridescent membrane screams
11 coloured glass ectoplasm faint music
12 brass view of the other side alkali odour
13 ordinary stone cloudy tunnel searing heat
14 living wood seemingly solid surface static discharges
15 wires & electronic parts dark, swirling smoke pleasant odour
16 carved stone stone tunnel vibrating
17 carved wood wall of leafy twigs terrorises animals
18 copper hazy view of other side none
19 living flesh fleshy sphincter horrible stench
20 hole in the wall/ground vortex of colours attracts undead
KEFITZAT HADERECH 9
4. Portal Keys
Keys open portals. Keys don’t have the sympathetic magic connotations that
portals have and they might not even be physical objects. Songs, feelings and
events can also be keys. What’s important is that only a specific key can open
a portal, usually by touching or manifesting close to it.
Portal keys share properties with keys. Both type of keys can be secured:
• As physical objects, keys they can be hidden or stolen.
• As non physical objects, they can be kept secret.
• Those in the know may refer to them only with an esoteric name.
To generate a key, roll on the first two steps of PORTATRON at section 6.
Or just pick any random object, and slap an esoteric name on it. To generate
esoteric key names roll 4d20 on the table below.
1d20 Adjective Object of the Adjective Concept
1 Mystical Key of the Atrabilious Breach
2 Obscure Card of the Obnoxious Step
3 Legendary Opener of the Mischievous Gate
4 [color] Wrench of the Exquisite Portal
5 Common Lever of the Nightmarish Threshold
6 Gleaming Code of the Joyous Transit
7 Cursed Writ of the Inquisitive Jump
8 Immortal Wedge of the Decadent Distance
9 Shapeless Eye of the Addictive Rift
10 Singing Auger of the Repulsive Correspondence
11 Reversed Hand of the Ingratiating Exit
12 Prismatic Shibboleth of the Rewarding Vomitorium
13 Mirrored Lever of the Illogical Pilgrimage
14 Shimmering Needle of the Complex Fold
15 Vibrating Contract of the Oblique Enlightenment
16 Blessed Gearwheel of the Encrypted Death
17 False Finger of the Unparalleled Going
18 Bleak Secret of the Gruesome Transcendence
19 Humming Unfolding of the Unearthly Singularity
20 Exegetic Permit of the Rewardless Peregrination
10 P. GRECO
5. Portal Construction
6 After the two portals are built a connection song must be per-
formed at both ends at the same time. The song is a 1st level
spell requiring 5 hours to cast. It requires at least 7 casters. The
choir conductor must be of level 9.
7 The bones of twins (or clones) must be shuffled, then separated
again. Each will be buried in the foundations of a different portal.
8 The same builder must physically build both ends of the portals,
being careful not to contaminate the portals with any extrane-
ous materials. This means using a set of new tools for the two
portals, daily ritual ablutions, building naked and never leaving
a protective tent built around the portal construction sites. To
avoid contamination only water and food collected from the exact
spot where the portal is built are safe to eat. This is very rarely
enough. Usually the builder will have to SAVE OR COLLAPSE
FROM EXHAUSTION twice every week. Two weeks of rest and
abundant food and water are necessary to recover a failed save:
the food will invariably contaminate the builder, so the portal pair
and the tools must be built again from scratch.
9 A single plane-hopping creature must be summoned at all of the
portal ends at the same time. A high-dimensional manifold crease
will develop, pulling the creature toward all openings at the same
time. This requires one caster of level 9 for each extremity casting
at the same time the summon spell for that specific creature.
The spell takes each caster 3 months to be researched and precise
timing must be kept to ensure that casting is synchronized. Once
summoned the creature must be held in place (killing it is often a
good tactic) and a passage opened through it.
10 A gallon of soil or finely ground stone powder from each portal
location must be brought to the other ends in containers of gold,
platinum, osmium and iridium worth 5000 coins of the realm.
Then it must be dumped, mixed with the local soil and buried.
This must be repeated 2d6 times, after which the containers will
act as portal keys. It’s then possible to mould or cast the con-
tainers into other shapes.
12 P. GRECO
PORTATRON is, as the title implies, a portal generator. It creates details and
perks for portals, including architecture, key, side effects and whatnot. POR-
TATRON does not generate a destination. To determine a random destination
use the Infamous d666 Quick Portal Destination Table at section 7.
To open a portal you need a key, and PORTATRON concerns itself with creat-
ing interesting keys. Keys can be anything, but are usually somehow related to
the circumstances of the portal-construction, or to either destination.
Now, roll 1d4, 1d6, 1d10, 1d12, 1d20 and 1d30, then look up the results on
the appropriate tables. Entries might require additional rolls.
1d10 The Portal looks like...
1 A door. It looks like an ordinary door and works like a door. If
properly opened it swings open on the destination.
2 Only a marked location. When opened a flight of stairs appears,
leading down into the fog.
3 A huge mouth with humongous fangs. Or maybe it’s a real mouth?
4 A big stone/wooden/bone/crystal/metal/whatever arc.
5 A well or pit in the ground, which when opened is filled with mist.
6 A barrel, tomb or coffin. It transfers what’s inside if closed.
7 Unmarked location. It doesn’t look like anything. Nothing to be
seen. You just need to bring the key there to be whisked away.
8 A very big scroll. Sure, you can roll it up and carry it away.
9+ A wall with an ornate (gilded, carved etc.) bas-relief or frieze of
a gate or door.
1-3-3 At the bottom of a silver and lead mine shaft. As soon as the por-
tal is opened everything in the shaft immediately “falls” through
the portal. SAVE OR DIE CRUSHED.
1-3-4 The exit portal is etched on a dragon wing. The dragon might be
flying, fighting, sleeping or eating.
1-3-5 Outside a big house, by a maize field. If there’s no maize in your
campaign setting, then it’s a maize field in another setting.
1-3-6 In the Forsaken Library of the Abbey of Mournful Knowledge.
1-4-1 In a fake crypt in an ancient graveyard.
1-4-2 At the Main Portal Nexus in the Godless Arcane University, under
Krshal.
1-4-3 At the bottom of the Falcovian Main Water Cistern, acting as
emergency valve. Water will flow through the portal.
1-4-4 100 meters downhill from the base of a mountaintop glacier.
1-4-5 In the backalley of Starfish, the best eatery/cafe/lotus
den/bordello in town, on the waterfront just off Her Majesty’s
Military Harbour in the Glorious City of Unis.
1-4-6 On the flowerhead of a 300 yard tall titan daisy, in the Sprawling
Wild outside the mighty walls of Forgotten Yezrs.
1-5-1 In a swamp riddled with tar pits.
1-5-2 In the torture tower of a dreadful warlord.
1-5-3 A number of concentric rings of stones. There might be tens or
hundreds of trilithons like the one you just went through.
1-5-4 A portal etched on the top of a shelf of the crockery closet of a
giant, under a 10’ tall, 3-ton upside-down mug.
1-5-5 In the attic of an orphanage.
1-5-6 In the fens within the outermost wall of the Mountain Temple of
the Thousand Gods.
1-6-1 In the Troll Forge guardpost, under the Harga volcano, by the
Hall of the Mountain Queen.
1-6-2 In the cellar under a hut in the lepers’ island just downstream
from a big city.
1-6-3 In a little maze of twisting passages, all alike.
1-6-4 On the forehead of a titanic stone golem, forgotten and overgrown
in a forest.
1-6-5 On the backside of the main altar in the Cathedral of the Shining
Starchild. 1-in-6 during mass.
1-6-6 In a dungeon, level 1d10, under surface of the Barsoom.
20 P. GRECO
2-1-1 In a tunnel under the thieves’ guild. 2-in-6 a band of 2d6 members
are getting ready to walk through the portal too.
2-1-2 A tropical island. Local fauna include birds of paradise, lemurs
and ravenous invisible landsharks (LVL 8). 1-in-6 it’s landshark
mating season and males are terribly aggressive.
2-1-3 A great hall filled with hundreds of undead in the dungeon of a
long-dead necromancer.
2-1-4 The top floor of a temple tower in the city of Ib.
2-1-5 Merrytown. A city in a pocket universe where everybody is sincere
and nobody is violent.
2-1-6 In the empty basement of an opium den, Invisible Elvish Ghetto,
Amsterdam.
2-2-1 In the temple at the top of the Red Ziggurat outside Erhan, in
the Kingdoms of the Gods.
2-2-2 at the center of the hedge maze, in the garden of Palazzo Bucolico,
summer palace of the Spinalian High King.
2-2-3 the secret back entrance of Dunburrn, a dwarven fortress by the
Deep Canyon of Pagnil.
2-2-4 On the Gargoyle Eyrie, on top of the Dome of the Grand Tribunal,
New Prague.
2-2-5 In the private gardens of the Second Cenobite of the Steel Sky.
2-2-6 In a mecha scrapyard, Tartary.
2-3-1 In the eunuch quarters in the harem of Caliph Vathek.
2-3-2 In the middle of a big kennel, populated by 20+ rottweilers, out-
side Interlaken, Baarhof Hinterrhoden, Uplands.
2-3-3 On the top of the Tallest Tree, where pterodactyls nest.
2-3-4 In a cart deposit, railway nexus of the coal mine over the dwarven
city of Dunmorie.
2-3-5 On an atoll in the middle of the ocean. Plenty of fantastic fruit
to eat, waters infested with sharks, no water to drink.
2-3-6 In a loti plantation, Land of the Lakes. Cheap loti and lotus
powder of any colour are available for the discerning customer!
2-4-1 Outside a stone hut at the corner of the world. Plenty of stars to
be seen off the edge.
2-4-2 An alternate world that is exactly like the one you come from,
but populated by entirely different people. Eerily culture, habits
and societal structure are exactly the same, except for some em-
barrassing details.
KEFITZAT HADERECH 21
4Still, not as bad as 3-1-4.-A. On the other hand, almost as lethal. -P.
KEFITZAT HADERECH 23
3-5-1 On a small metal boat on a pool of lava. The magic boat protects
its passengers from the tremendous heat of the bubbling magma
beneath them.
3-5-2 Under a bridge on the river Skai.
3-5-3 In a sculptor’s workshop. The extremely detailed, huge statue of
a disgusting, disfigured monster is standing inside it. The statue
has an unbelievably plastic pose.
3-5-4 In a large bird nest located in the crown of a huge, 40 metres-tall
tree-man.
3-5-5 At the gates of Celephais.
3-5-6 In a museum filled with wax figures of fancy-dressed frogmen.
3-6-1 In an astronomical observatory occupied by an insane wizard.
3-6-2 In a small cave with walls covered by tiny, glowing crystals.
3-6-3 In the latrine of a stone giant castle.
3-6-4 In the Great Cavern of Ghohk in the Underworld Kingdom.
3-6-5 In the Hidden Chamber, Prismatic Tower of Princess Zaleena.
3-6-6 In a dungeon room with a huge brain on a pedestal. The brain is
alive and probably can control the whole dungeon.
4-1-1 On the foretop of a slave ship, heading towards your homeland
4-1-2 On top of a bell tower of a huge cathedral in the middle of (1d6):
1-2:a desert; 3-4:the jungle; 5-6:the ruins of a lost city
4-1-3 The study of the Great Sorcereress Edonoplechtus VI. 1-in-6 she’s
here researching new crossbreed monsters; else she just left all
her pets here. Now you have a good excuse to unleash the
lobstegosauruses, crocodingoes, ducksharks and roosturgeons you
found in that monster manual.
4-1-4 In the trenches during the battle of the Somme.
4-1-5 At the Fish Market in the city of Slarn’d.
4-1-6 In an supra-orthodox monastery full of monks in black robes and
stove-piped hats. Ordinarily pacific, they’ll flip out and fight with
maces and spells if any women sets foot under the same roof.
4-2-1 In the wreck of an alien spaceship, trapped in a glacier.
4-2-2 In the middle of a huge spider’s web somewhere in the underworld.
4-in-6 the spider is nearby.
4-2-3 In a jungle, inside a huge impact crater. At the center of the
crater there’s a osmium-iridium meteorite, continuously seeping
oozes of all colours.
24 P. GRECO
4-5-5 In a large cavern. The walls and floor are covered by big, hallu-
cinogenic fungi.
4-5-6 In an unguarded treasure vault, full of fake jewellery and coins.
4-6-1 Inside a huge copper kettle in the middle of bucolic plains.
4-6-2 On board a ship. The ship is in a bottle.
1-in-6 the bottle is drifting at sea.
4-6-3 In a cesspool of the Imperial Palace. 6
4-6-4 In a boudoir of a princess. 1-in-6 that she’s a bored, eyeless,
albino, hunchbacked, human-eating ogre princess seer that might
join the adventurers.
4-6-5 On a fjordside. 1-in-36 at nighttime there’s going to be a viking
funeral complete with burning ship containing the mortal spoils
and magic items belonging to a viking chief.
4-6-6 In the bowels of an arena. The PCs should probably not be here.
2-in-6 they’ll meet guards trying to arrest them to force them to
fight 1d6 shows.
5-1-1 At the Perpetual Time Traveler Meeting, in a villa in the woods.
5-1-2 In the crypts under the shrine of Hlo-Hlo, temple of Moung-ga-
ling, City of Moung.
5-1-3 By a Giant Eagles’ nest, on a rock ledge. Depending on the season
there might be 1d3 Giant Chicks.
5-1-4 One-way portal to the physical place where each portal-walker
was 1 year before. This might split the party.
5-1-5 At the entrance of the Minotaur’s labyrinth, Cnossos, Crete.
5-1-6 On top of the Cosmic Pillar at the center of the universe. PCs
will notice rubble at the top of the pillar, but each one disagreeing
on amount and size.
5-2-1 In the assembly hall of the College of Gatekeepers.
5-2-2 In the control room of a huge clockwork golem made of brass.
5-2-3 In a large, underground vault after a nuclear war. There are a lot
of people there.
5-2-4 In a system of underground tunnels, ruled by a family of sapient,
semi-humanoid moles.
5-2-5 In a crater in a rocky desert, partially filled with sand. Removing
a foot of sand from the centre will reveal a stone slab etched with
protective glyphs sealing a megadungeon.
5-2-6 In the Lair of the White Worm.
5-5-6 In the deserted halls of the Forbidden Dwarven City, at the top
of the Endless Staircase descending toward the Silver Cyst of the
Ur-Dragon.
5-6-1 At the back of the Gibbelin Tower, over the River Ocean.
5-6-2 By a pig farm. A good place for someone in the need to get rid of
corpses. 1-in-6 someone is there for the same reason.
5-6-3 At the Pamukkale pools, before Hierapolis was built. Sassy naiads
invite PCs to bathe with them with their usual treacherous ways.
5-6-4 In the gaping mouth of the Devouring Idol, behind the altar of
Scorn. 1-in-6 a Procession of Scorn is taking place. 8d6 cultist led
by a LVL 1d6+6 Supplicant are about to toss some victims into
the jaws of the Idol (after opening the portal, of course).
5-6-5 Somewhere in deep space, in a halfling village built inside a giant
flying penguin golem.
5-6-6 In the Grande Arsenale Aeronavale of New Venice. Sailors and
shipwrights are preparing airships for a portal-delivered invasion.
6-1-1 In the Grand Salon of the Forgotten Memories, on the Moon.
Lack of air might be a problem.
6-1-2 In the wine cellar of a gambling den, under the Seven Wounds
Nunnery, Holy City of Paparu-Hesh.
6-1-3 In Leonardo da Vinci’s central war-machine warehouse, Florence,
Capital of the Florentine Empire.
6-1-4 In a twisty maze of little passages, all alike.
6-1-5 In the middle of the savannah, in tall grass. There is a group of
8 elephants close by. If attacked they will first ask the PCs to be
left alone, then grab giant swords hidden in the grass, wield them
with their trunks and fight like fighters LVL 12. They like ripe
fruit, cake and mellow sweet wine.
6-1-6 Umbrolo’s Dairy farm. Unbeknown to the rest of the village Um-
brolo grows paralyzing worms in his cheese, which are then sold
to assassins from all the neighbouring countries.
6-2-1 Goat market, Ironfort, Eastern League. Fancy a goat? All sizes
and measures available, from pigmy goats (1 hit) to giant Corsican
scrubland goats (10 feet long, LVL 6).
6-2-2 In a humongous cubic room with sides of about 1000 feet. The
white walls are made of an impervious material.
28 P. GRECO
6-2-3 Pavillion of the Most Innocent Lotus Bloom, left wing of the
Rolling Jagannatha of Ka-Kanuth, Central Arek. The Officiant
of the Bloom (Fighter LVL 9) and 3d6 adepts (Fighter LVL 2)
practice fencing here. 1-in-6 the pavillion is completely filled with
flower offerings, greatly reducing visibility.
6-2-4 The second stall from the right in the ladies’ toilets of the busiest
pub in a big city. Yes, the ladies’ room.
6-2-5 The Library of Yearning. A library where a PC will randomly
find a book they wanted to read years in the past. The book does
not have any apparent use in the campaign though.
6-2-6 In an underground ossuary. There bones are stored by bone type,
with one type per room. Building skeletons might take a while.
Bonekeepers have little patience for visitors.
6-3-1 At the Elf Bakery, Jadorra City waterfront, Hobgoblin Empire.
The best baked elf you’ll find in the Empire!
6-3-2 On top of Flood Control Dam # 5.
6-3-3 On a beach by a river. The river runs at the bottom of a very
deep canyon in what is now a desert. Nixies from an underwater
cave will try to beguile passersby.
6-3-4 Downtown Necropolis, Portal Nexus. Undead dwell in the city. Its
society is based on a very rigid caste sistem based on the undead
type.
6-3-5 In a contested fort in a warzone between the clashing Batrachian
Empire and the Ant Queendom.
6-3-6 In the basement of the Mill of Souls.
6-4-1 In the slums of Goblinburg, ruled by the Excellent Patrician
Gobbo the Fourth. Due to local mores, non-goblinoids are ex-
pected to wear green facepaint all the time. If they comply, the
locals will ignore their non-goblinness and treat them as fellow
nationals. Otherwise they will be treated as lunch.
6-4-2 In the Glass City of Murillo, home to the Geotian University of
Theurgy. All structures are made of normal glass. 2-in-6 rioting
is happening, with the structural integrity consequences you can
imagine.
6-4-3 In the Public Baths of Pompei, 79 AD. Boom.
6-4-4 A city in a bottle. The bottle got lost and now is in (1d6): 1:
a fen; 2: the sea; 3: a sandy desert; 4: a wine cellar; 5: a very
cluttered curio shop; 6: a glassblower’s storeroom, with hundreds
of other bottles.
KEFITZAT HADERECH 29
I’ve had a long fascination with portals and gates. This is a partial list of some
portal-relevant media I consumed during the years; surely I forgot some.
Eye of the Beholder, Westwood Studio
EoB sold me on portals. Hard. The game is a dungeon delving romp spanning
12 levels. There’s a beholder at the end. I know, I was surprised too.
In the bottom 9 levels there are 16 portals, mostly coupled and using the
same key to open both sides. All keys are objects like wands, faceted gems
and so on, made of glowing blue stone and obviously magical and unusable for
other purposes. Most portals allow fast-travel between levels, but some lead
to otherwise inaccessible areas. The portal-opening animation scared me a bit
the first time, but I was 11.
Ultima Underworld II: Labyrinth of Worlds, Looking Glass
A castle gets surrounded by a dome of imperious black stone, blocking the
court and the Avatar inside. The Avatar finds a black stone in the castle
dungeon, which, if touched with shards made of the same stone, open portals
to other places. Some destinations are vanilla (like the Prison Tower) but some
other positively weird (Talorus) as one can expect from Ultima games.
Yes, of course shards are needed to find more shards, and that’s the only way
to reach other areas, which is unfortunate from a game design perspective but
physical isolation is the reason d’etre of this adventure. The game rocks hard,
is very freeform and it has the deep game world and intricacies you can expect
from Ultima games. Sadly the graphics aged very badly.
Portal, Valve
Portal is a physics-based puzzle game. The shtick of it is that you can shoot
portal openings to form coupled portals. Since inertia and line of sight is
maintained through the portals, very weird things happen. Like jumping off a
ledge, falling through a portal on the floor beneath it, coming out horizontally
at high speed through the other opening placed on a wall and being flung
across the room.
All portal opening happens in a tactical environment so there’s no travel,
only obstacle-avoidance. The most hauntingly beautiful aspect of the game is
hearing the Dungeon Master AI that controls the regimen of tests you’re going
through becoming more and more stark raving mad through the game.
KEFITZAT HADERECH 31
Greyhawk, TSR
The original Grewyawk dungeon is famous for its portals. Gygax placed many
portals in the dungeon, mostly to access far away locations like Barsoom,
Wonderland, Isle of the Apes, plus a one-way portal to an oriental-style land
of adventure. PCs had to travel all the way back.
Mobley and Brown in Greyhawk Ruins continued adding portals connecting
different levels of the dungeon itself (like a relay of three fountains) and more
to the moon, the bottom of the sea and the jaws of a giant monster.
Dr Who, BBC
A TV series about a spacetime-traveling, joke-cracking, deus-ex-machina-
wielding, last specimen of an ancient race, the immortal smartass Mary Sue
known only as the Doctor. The Doctor has some mostly useless friends that
seemingly follow him only to cause and get into trouble.
The most significant portal-related element in the series is the TARDIS, the
series plot generator. It’s a shape-changing blue Police-box bigger on the inside
than on the outside. The Doctor drives it traveling through both time and
space, but always ending in the wrong place at the wrong time. For reasons I
can’t really put my finger on the show is fantastic instead of atrocious.
Stargate, Metro-Goldwyn-Mayer and Star Trek, Paramount
These two popular sci-fi series share the same approach to portals.
In Stargate military forces find the titular Stargate, a portal built by a lost
primordial civilisation spanning many galaxies. Stargates can be used to dial
other stargates, opening one-way conduits to and from them.
In Star Trek the USS Enterprise roams the universe equipped with a very
finicky and shenanigan-prone teleporter. Despite its unreliability it’s rou-
tinely used to send the ground crew to the surface of nearby strange planets.
This started because the budget of the first series was so low they could not
afford to build the set for a shuttle, but then became a significant part of the
setting.
The point of the Star Trek ground missions and the entirety of Stargate is us-
ing the portals as plot generators. A team of very diverse characters (possibly
player characters) to explore whatever strange land is on the other side. Re-
moved from the safety of the army or navy things go horribly wrong. 7