so, how does this all work?

Playing the Game

A guide to beginning your adventures in the world of PORTAL

Everything In One PlacE

A Guide for New Players

Information to get you acquainted with what you will encounter when you arrive at your first PORTAL event!

You will be immersed into an epic role-playing game from your wildest dreams!
You can rescue, die, defend, kill, steal, gamble, ascend, and enrich yourself throughout the land; what you do is truly up to you!

Storylines are character responsive, dynamic and ever evolving!
What you do MATTERS!

This experience is extremely intuitive and easy to pick up, you don’t need to read the whole website; you just need New Player Training to get you started, we promise!

 

Your First Event

 

You can come to a PORTAL event in your normal clothes with nothing in your pocket, NPCs play for FREE and PORTAL provides the NPC costuming, weapons & accessories!

You can also come to your first PORTAL event with your character created, your costume and makeup in hand, and your weapons and armor all ready to pass Weapons Check!
Both of these are fantastic and realistic ways to experience PORTAL, it’s all up to you!

We’ve got you!
Everyone receives New Player Training at PORTAL, so you will be prepared for whatever adventures await you!

One requirement for whatever you’ll be playing: Bring a comfortable shoe or boot.
PORTAL always prefers medieval, period looking costuming and footwear but comfort rules the day when it comes to an active Adventure Day at PORTAL!

This experience is extremely intuitive and easy to pick up, you don’t need to read the whole website; you just need New Player Training to get you started, we promise!

 

Learn More About What You’ll Experience!

 

Role Playing

 

However you are choosing to experience PORTAL, whenever you are playing the game, you will be role-playing!

You have complete control over your own character, you decide how your character feels, speaks, acts, lives, and dies (subject to the rules of the game).

Your character could become the greatest hero to ever stride across the world, or the most wicked creature ever to have slinked in the shadows, depending on what YOU want to do and how well you tend to your desires.

Go help, go thwart, go study, go create, go cower in a corner; at PORTAL, you have the opportunity to live very intense moents, very intentionally!

Storylines are character responsive, dynamic and ever evolving!
What you do MATTERS!

While you are playing (aka. In Game), try to “be” your character.

When you see a player in a goblin mask, picture them as an actual monster; when your character is surrounded by enemies and all hope is lost, act valiantly or plead for mercy as your character would do.

Your ability to interact in the game as your character is what makes the game fun to play and is what will make other players want to interact with your character.

More About Role-Playing

 

Being In Game

 

You are In Game when you are interacting with the game world of PORTAL.

You are Out Of Game when you are not interacting with the game world, whether you are attending to some logistical necessity such as Check-In or the ultimate disappointment, the game is over until next time.

If you are on the grounds of a PORTAL event and you are not In Game, you are Out Of Game and must be wearing a white headband to denote yourself as such!

The game is better if you stay In Game as much as possible!

More About In & Out of Game

 

Combat

Using Latex & Boffer Weapons, Recurve and Packet Bows, PORTAL’s combat system offers something for everybody!

Weapons do base damage and your character can learn special skills & modifiers to add to the damage done by their weapon.

You must swing your weapon at moderate speed with moderate force. When you strike with a weapon, you must call out the damage inflicted by that weapon.

Learn More About Combat

Weapons & Armor

PORTAL utilizes latex and boffer weapons, shields, recurve & packet bows, providing our players with a well rounded combat experience!
Swords, Maces, Daggers, Spears and more are at your disposal. Wield wisely!

The thicker and tougher the type of armor is, the more Armor Points it will receive.
This reflects the In Game ability of the armor to protect a character.

Learn More About Weapons & Armor

Magic

 

PORTAL’s magic system utilizes spell packets to represent spells being cast.

The PORTAL Magic system has several aspects: the more common magic known as low magic, as well as other more complex and powerful, rare forms of magic called high magic.

There are 9 commonly known and accessible schools of low magic in Telemere:

Auras | Bonds | Charms | Death | Enchantments | Healing | Necromancy | Pyrotechnics | Thaumaturgy

Rumors of Lost Magics and Rare Tomes Containing Spells of Untold Power Call Adventurers From All Corners of the Realm…

Learn More About Magic

Injury, Death, Dying & Resurrection

 

There are different levels of injury that your character can sustain.
The simplest injury, Body Point damage, is most often caused by weapons and spells and can be directly cured with skills and spells that restore Body Points.

No matter how much damage you take, you will never go below -1 Body Points!

When your character has lost all their Body Points, you should fall to the ground in whatever manner your character would.
Lie still, and start your Death Count in your head.

Learn More About Death & Dying

 

Races

 

With over 20 character races, all possessing their own unique advantages, disadvantages, costuming and role-playing requirements, the people of Telemere are diverse and dynamic indeed!

You can always be someone…or something amazing at PORTAL!

Elves | Dwarves | Humans | Gypsies | Hauflin | Torn Tribesmen | Highlanders | Mystical Races | Hybrids
… just to mention a few!

Who do you want to become?

 

Learn More About The Races

Body Points, Build & Leveling

Body Points reflect the ability of the character to take damage. It is a measure of their hardiness and stamina in battle.

Your character’s Body Points are a result of how you ahve decided to spend you character’s Build Points. 

Learn More About Body, Build & Leveling

Energy Points & Skill Cycles

Energy Points are the value given to your Character’s ability to use certain skills in game.

Typically skills that are constant in duration do not require EP’s to use.

The more Energy Points (EP’s) that your Character has, the more times they can use the skills that require them! Use your characters Energy Points any way you desire, but be careful, when you exhaust yourself of EP’s they will not return until 7 o’clock.

Skill Cycles
Every 7am & 7pm marks the turn of the Skill Cycle where your energy points will refresh, refilling back to your maximum. Huzzah!

Energy Points enable your Character to use skills, cast spells, strike with unerring accuracy, or dodge the deftest blow.

A character cannot ever overspend Energy Points.
If you do not have the Energy Points to use, you cannot use the skill or cast the spell. The skill or spell simply fails and the balance of the points are not spent.

When a character uses Energy Points, the player will mentally reduce their current Energy Point total to reflect the cost of the spell just cast.
Players keep a mental record of these changes and PORTAL operates on an honor system as well as utilizing Marshals to ensure the game runs smoothly.

The actual skill descriptions and charts are the only places that will always indicate if a skill requires EP’s or not, please refer to them if you have any questions!

The Realm

 

Telemere is a medieval fantasy world where the strange and mysterious are the norm, magic is real, and the forces of darkness are in constant battle with the forces of light.

 The action is centered in Valoria, a Duchy under the rule of the Lithian Empire.

It is into this land of danger and adventure that monsters, mysticals, adventurers and commoners set forth to make their mark.

Whether it is a stalwart Human Warrior, a tricky Half Orc Rogue, or a stodgy Elven Wizard, the Realms of Telemere await your presence with open arms and never ending adventure.

More About Telemere

Playing Your Character: PC

As a PC (player character) you get to make all the choices and decisions involving your character!

You are in charge of, and responsible for, the totality of all of your character’s decisions and actions.

You are free to act however you wish within the framework of PORTAL’s rules and procedures.  This is your opportunity to create a character and interact with anyone in any way that suits your desires.

In Game actions have In Game consequences, so please take into account that other peoples desires may be different from yours during your adventures and act accordingly.

You should expect to be as involved as you want.
Very few things happen to those that sit and wait.

Adventuring is about getting up and doing something!
Go help, go thwart, go study, go create, go cower in a corner; at PORTAL you have the opportunity to live very intense moments, very intentionally.

 

More About PCs

PC’s are required to:

  • Check in with Finance and submit your PC event fees
  • Get your PC booklet from Logistics
  • Get your own weapons, armor, and spell packets inspected and approved
  • Get into your own costume and go In Game
  • Perform your NPC or service assignment
  • Perform your cleanup assignment
  • Check out with Finance and return your booklet to Logistics

PC’s receive:

  • Character Autonomy so you can play your PC character any way that you wish
  • Awarded Build Points to spend on their character’s development as desired

Not Playing Your Character: NPC

As an NPC (Non Player Character) you will have the opportunity to play FOR FREE many different characters, classes, and professions, each with varying roles, cultures and experiences!

You will be based Out of Game in the NPC Area, and provided with everything that you will need to play the NPC’s and that you are assigned.

NPC’s are often given as many choices as possible, but ultimately the totality of all the the NPC’s decisions and actions are controlled by the Marshal that assigns you your role.
Outside of the parameters dictated by your Booklet or given by the Marshal, there is no improvisation or self direction allowed.

 There are always opportunities for vast amounts of fun in any NPC part!

 

More About NPCs

NPC’s are required to:

  • Check in with Finance
  • Get your NPC booklet from Logistics
  • Get into your NPC clothing and gear
  • Check in with an NPC Marshal at the NPC area
  • Play various NPC roles as assigned by your NPC Marshal
  • Perform your cleanup assignment
  • Check out with Finance and return your NPC booklet to Logistics

NPC’s receive:

  • Free event attendance
  • Free use of all costuming, weapons, and armor needed to play all roles that you are assigned
  • The opportunity to play all kinds of PC like characters with many different types of skills and abilities.
  • A great way to try new things during a structured and guided experience such as playing as part of a group of goblin warriors or human brigands, fire elementals or zombies

 

Recurring Non-Player Character: RNPC

As a RNPC (Recurring Non Player Character) you get to the chance to experience playing an NPC character that you help create and play!

You and an NPC Marshal will work together to create a unique NPC just for you.
Your RNPC will ultimately be under Portal control, and must be portrayed according to the RNPC card that you are assigned. The guidelines and boundaries that apply to your RNPC will be in your RNPC character booklet.

Within those guidelines and boundaries, you will be able to chart the course that your RNPC takes in any way you desire.

Your RNPC will receive build for each time you play that particular RNPC.
Spend that build to develop your RNPC as you play over time as you strive towards your given overall goals and objectives.

 

 

More About RNPCs

RNPC’s are required to:

  • Check in with Finance and submit your RNPC events fees
  • Get your RNPC booklet from Logistics
  • Get your RNPC’s weapons, armor, and spell packets inspected and approved
  • Get into your RNPC costume and report to the NPC Area
  • Check in with NPC marshal for permission to enter the In Game area
  • Perform your service assignment
  • Perform your cleanup assignment
  • Check out with Finance and return your card to Logistics

RNPC’s receive:

  • Partial Character Autonomy so you can play your RNPC character any way that you wish
  • Awarded Build Points to spend on their RNPC’s development as desired

 

Thieving

 

Any character can take some In Game item that does not belong to them.

The character does not need a special skill to do so but must follow the rules of Thieving. The Rogue Basic Career and Master Thief Advanced Career have many skills that make thieving easier, but none are required.

There are three basic areas of thievery:
Taking things you find around, taking things from a character, and taking things from a building.

 

Learn More About Thieving

Items & Equipment

 

In Game items such as magic items, weapons, and armor have an Item Card associated with it.
Every In Game item needs an Out of Game card that has the item description on it and what In Game effects the item has.

The character must carry the item card on them at all times; it is like the Character Card for the item.
If a player finds an item with a number on it, they can attempt to identify it and if a Marshal is present they may have the information and the item card.

If no item card is available, the player can go to the Treasure Manager or Plot to find the item card.
The item is what truly matters, and if there is no physical representation or only an item card, then the item does not exist.

Learn More About Items

 

Treasure

 

Treasure is EVERYWHERE, literally! An unassuming bronze plate in the Inn, a gifted magic weapon, some coin on the ground…

With an extensive database to track every In Game item, you could bury yourself in all the treasure you can rightfully earn or cunningly steal.

Not only is it fun to acquire, it’s even more fun to use and spend!
Treasure and the power it brings is a major part of In Game culture; guilds, groups and some individuals even revolve around it!

 

Character Creation Days

Create your character, learn how to make weapons & garb, learn combat & spar, learn spell verbals, meet some fellow players, learn the camp and get answers to all of your questions!

A social gathering where you can Create your Character, explore, learn and register for the next event IN PERSON!!

FREE TO ATTEND!

Come One, Come All!

Our Events & Adventures!

At our events you are able to spend all day in your character, interacting with the other people of Telemere or embarking on a grand adventure!

Grab a drink at the Tavern and discuss the matters of the day, make new acquaintances and catch up with your old friends. Gamble the day away or toil towards your goals, all of the choices are always yours!

Character Creation is available online and at every event someone will be there to walk you through the creation of your character! We’ve got you! Go have an adventure!

The Tavern & Town

New in town or just plain thirsty? Stick near the tavern to sate your tastebuds and quell your curiosities about the land of Telemere and this strange town you find yourself in…

Race, Character & Backstory

If you have an idea of what race you might want to play it will greatly assist during Character Creation

Dreading the decision? Don’t worry!
You can change your race once, up to 3rd level!

Skill Cycles

Every 7am & 7pm marks the turn of the Skill Cycle where your energy points will refresh, refilling back to your maximum. Huzzah!

When a character uses Energy Points, the player will mentally reduce their current Energy Point total to reflect the cost of the spell just cast.

Players keep a mental record of these changes and PORTAL operates on an honor system as well as utilizing Marshals to ensure the game runs smoothly.

Some skills are only useable a limited number of times in a Skill Cycle. When the character runs out, they cannot use that skill until the next Skill Cycle.

Most typical PORTAL events are broken down into four Skill Cycles that go from 7-7 am or pm.

Every Skill Cycle goes from 7-7 whether it be AM or PM!

For example: Skill Cycles on a 3 Day Weekend Event
Friday: 7PM-7AM (Sat am)
Saturday: 7AM-7PM & 7PM-7AM (Sun am)
Sunday: 7AM-7PM

White Headbands

Worn to indicate that the player is currently Out of Game, a white headband is an essential for any PORTAL player!

Worlds Within Worlds

In Game vs. Out Of Game

Formal Definition: You are In Game when you are interacting with the game world of PORTAL, you are Out Of Game when you are not interacting with the game world, whether you are attending to a personal errand such as going to the bathroom, or the ultimate disappointment: the event is over until next time.

The game is better if you stay In Game as much as possible. Try to keep Out Of Game comments to a minimum.
Remember, the more fully you immerse yourself in your character during the game, the more fun you, and those around you, will have with your character.

In Play

In Game and Out of Game is usually straightforward, obvious and easy to determine.
However, there is a gray area called In Play that you should pay particular attention to.

In Play items refer to anything that belongs to a player but their character uses.
Things like costuming, room or module decorations, jewelry that does not have a number, props without a number on them, a noble’s banner, etc. are examples of In Play items. These things are there to enhance your game play and to help your suspension of disbelief. They are not there to be taken or damaged; they are another player’s property.

They can be stolen In Game only by placing a note or, with great care, moving the items under a bed or into an Out Of Game area nearby with a Marshal’s permission.

Items: In Game or Out of Game?

In Game items are anything that have an item card, tags, item number, or are property of PORTAL.

Coins, alchemical items, special weapons, magic items, scrolls, gems, jewelry, etc. are all examples of in-game items.
Locations can be In Game too. The Inn, the Druid’s Grove, the Armory, the Healer’s Guild, and indeed most of the camp are In Game places. Even players can be In Game. These are all objects, places or people that you can interact with In Game.

Out Of Game refers to any object that is not represented In Game.

Your car keys, your car, food, camp signs, etc. are all examples of Out of Game things.
While you play the game, you should treat these items as either not being there or how you would in the “real” world.

For example, if you find a set of keys in the Inn, you should not try to sell them to the Merchant’s Guild, instead you should bring them to a member of the E-Board so their owner can find them.

If you see someone’s wallet on their bed, you should not take it, even if your character is a thief, because that constitutes stealing someone’s personal property, which is illegal and not tolerated by PORTAL at all.

Your Character Booklet

Here you will find your name, your character’s name, and a list of all the permanent abilities that your character has.

Your Character Booklet represents all the abilities that are inseparable from your character.

Create Your Character

More About Character Booklets

The blank pages of your Character Booklet is used to record all of the temporary and permanent changes made to your character during an Experience, Adventure or Event.

If your character learns a new skill, the teacher writes the name of the skill and their player number and initials on the back of the booklet. If you go through a module, the Build Points awarded are noted by a Marshal on the back of the booklet.

Temporary changes that occur should also be noted on the blank spaces provided.

If you do not have your Character Boklet with you, you cannot play.
If you lose this card for any reason, put on a white headband immediately and go to Logistics where you may receive a replacement.
Your card is also stamped to prove that you paid to attend the event.

If you find someon’e Character Card, please give it to Logistics immediately! Thank You!

 

Thieving

Your character can only steal In Game items, but all In Game items fall into two categories: Personal Property and PORTAL Property.

Personal In Game items are a character’s weapon, shield, and their armor. Everything else – coins, gems, jewelry, scrolls, alchemy, magic items, etc. – are PORTAL property.

When your character steals a personal In Game item, you must take it to either the Armory or the Merchants Guild as soon as possible.
Please remember that these items are another person’s property and treat them with care.

More About Thieving

When your character steals a personal In Game item, you must take it to either the Armory or the Merchants Guild as soon as possible.

Please remember that these items are another person’s property and treat them with care. Any damage that occurs to them while in your possession is your responsibility to fix. These items belong to some other player and they are going to want them back. You may not go out-of-game while you are in possession of another player’s personal out-of-game items.

 You are required to account for all of your In Game items at every event. If you have the item In Game and hide it In Game, then it is fair game for anyone who finds it.

Items & Magic Items

Every magic item has a Magic Item Card with the item number that is engraved on the item.

The card describes what the item looks like, what the base value of the item is, what rituals have been cast upon the item, and what their effects are.

The card will indicate if the magical effects are permanent, charged, or last a certain duration. For items that have spell effects, the card will also indicate whether the spells are Castable or Invokable.
Magic Item Cards are always red in color.

About In Game vs. Out Of Game Items

I want To Know MOre

Some More Detailed Information…

Body Points

Body Points are a measure of the amount of damage a character can take.

The character’s base Body Points are determined by the skills they have purchased.

All types of Body Point bonuses are stackable, but Body Points from the same source are not. For example, a character can only have one Stamina Spell or receive the benefits of only one Stamina potion.

Info Tip: The Stamina skill positively effects how many Body Points your character has.

Armor Points

Armor Points are a measure of the armor protection a character has.

All types of Armor Points are stackable, but Armor Points from the same source are not.
For example, a character can only have one Armor spell or receive the benefits of only one Oil of Armor.

More About Armor

 

Build Points

Build Points are used to purchase skills for your character.
Every skill has a Build Point cost associated with it.

Every new character begins with 35 Build Points to spend on skills. Your character will enter the game with the skills you choose to purchase with these 35 Build Points.

Skill Cycles

Every Skill Cycle goes from 7-7 whether it be AM or PM!

Some skills are only useable a limited number of times in a Skill Cycle. When the character runs out, they cannot use that skill until the next Skill Cycle.

For example: Skill Cycles on a 3 Day Weekend Event
Friday: 7PM-7AM (Sat am)
Saturday: 7AM-7PM & 7PM-7AM (Sun am)
Sunday: 7AM-7PM

More About Combat

More About Combat & Damage:

The damage done by a weapon must be followed by some modifier; normally this is the word “damage”.

For example, if you are wielding a Two-Hand Edged weapon and you have no special combat bonuses, you would call “Three Damage” when you strike an opponent with your weapon.
If you do not have enough time to call damage between each of your swings, then you are swinging too quickly and your blows do not count.

It is a good practice to acknowledge that a questionable attack has hit you by looking at your opponent and saying “Got it,” or some other similar phrase.
This is not required but it often helps to alleviate confusion.

You are responsible for keeping track of the damage that has been done to your character.
As you are damaged, you must keep a mental running tally of how many Armor Points and Body Points you have, and subtract damage from this total as you are struck.

Under normal circumstances, you first subtract the damage from your Armor Points; when your Armor Points are gone, you subtract the damage from your Body Points.

When your Body Points reach zero or below, lie down; your character is either Unconscious or Bleeding to Death.

Learn more about what this means on the
Combat, Death & Dying Page.

Role Playing

About Role Playing at PORTAL:


When you are at Portal, you get to spend all day (and sometimes all night) being your character; making decisions, having conversations, adventuring, planning, living and dying as the character you have created would.

Learn More About How To Create Your Character

The goal of the game of PORTAL is not to kill all the monsters and “win” the game.
The goal is to put yourself in the middle of a giant interactive improvisational theater. The organization provides the direction and the stage props, but at every moment the star of your personal theater is you.
The goal is to have FUN!

Your character could become the greatest hero to ever stride across the world, or the most wicked creature ever to have slinked in the shadows, depending on what you want to do and how well you tend to your desires.

Remember always – for good or for ill – in-game actions have in-game consequences.

You get to do all of the same things as an NPC & RNPC, but these characters motives and actions are under the direction of PORTAL.
Oftentimes, these characters are monsters that you cannot play as a Player Character, affording NPCs & RNPCs the opportunity to experience Portal in a completely new way!

Death & Dying Details

When your character has lost all their Body Points, you should fall to the ground, lie still, and start your Death Count.

Do not talk to other players Out of Game unless it is necessary.

If the ground is wet, muddy, or rocky, you can kneel or crouch; just make sure it is visibly clear to your fellow players that your character is down.

More About Death & Dying

Damage Bonus

Damage Bonus is a measure of the extra damage a character can deal with their weapon.

All weapons have a base damage determined by the type of weapon it is.

More About Weapon Damage

Where can i find the teacher for...

Learning & Teaching Skills

In addition to In Game teaching of the skill, the teacher instructs the player Out Of Game how the skill works.

Prerequisites

Some skills have a prerequisite listed in the skill tables.
This means that a character must know the prerequisite skill before they can learn the new skill.

Both a skill and its prerequisite cannot be learned during the same event.
If your character has just learned Rank 1 of the Aura School of magic, you must wait until the next event before you can learn Rank 2 of the Aura School.

Teachers

Most skills are gained only if a teacher can be found In Game.

A teacher is not needed for the skills purchased with your initial 35 Build Points.

More About Being A Teacher

Aside from the exceptions noted below, anyone can teach any basic skill they know.

Advanced Career skills require the teacher to have the Teach skill. There is a Teach skill for each Advanced Career and each must be learned separately. Once it is learned, that character can teach any skill they have the teach skill for to any character that has the proper prerequisites to learn that skill.”

The Teach skill does not cost any Build Points but the player must have Plot approval to gain this skill.

Character Booklet

When a character is taught a skill, the teacher must write the following in the learner's Character Booklet:

  • Name of the new skill
  • Teacher’s name
  • Teacher’s Player Number.

Roleplaying & Teaching

Players teaching a skill should roleplay the instruction and not just sign the Character Card.

As a rule, it takes 5 minutes per Build Point of roleplaying to teach a skill.
So, to teach the First Aid skill would take 10 minutes, to teach the Slay Skill would take 50 minutes.
However, some teachers may choose to take longer to teach a skill and others may have a skill or ability that will allow them to reduce the time it takes to teach a skill.

Spending the time to roleplay the teaching will make the new skill more significant to the student.

The student does not gain the use of the new skill until the next Event.
For example, characters do not suddenly gain the ability to pick locks at the instant the teacher signs their card.

In addition to the In Game teaching of the skill, the teacher will instruct the player Out Of Game how the skill works.

Learning Magic

Typically, any character can teach any other character that has all the proper prerequisites and racial ability to learn the first rank of any school of magic they already know.

Events In Game may change exactly how and what a character can learn.

Teaching and learning can be done anywhere and requires no special Out Of Game supervision.

To learn any of the other schools and ranks, the character needs a teacher and use of the Magical Tomes. It is through these tomes that the knowledge is taught by the teacher to the student.

Skill Costs

A player acquires skills for their character by spending Build Points.

There are three Basic Career Skill Lists that cost Build Points to learn. They are:

 Warrior Basic Career Skill List, Mage Basic Career Skill List, & Rogue Basic Career Skill List.

The base cost for the character's:
First list is 10 Build.
 Second list is 20 Build.
Third list is 30 Build.

More About Skill Costs

The rest of the lists in our game refer to groupings of skills that share a similar career.
For example, the Master Warrior Skill List contains all the skills appropriate to Master Warriors. This does not imply that a Master Warrior would not have access to other skills in the game, just that these are the skills associated with the Master Warrior Advanced Career.

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