Wards of Westervale

In the country of Westervale, there exist large and powerful presistant magic fields collectively referred to as Wards, that are often raised over important locations and put in place by groups of powerful spellcasters. These wards often govern how magic and the environment might behave within their bounds, while also providing and empowering the populace and important individuals within their reach with magical spells and effects that are either continous, or available on command.

The D&D 3.5 d20 adapations and translations of these fields, can be found here: Wards of Westervale

Myth Niffelheim:  These wards emanate throughout the city of Niffelheim, up to and including its walls. Among its many powers, this field prevents the use of magic that involves using other planes, including teleportation, plane shifting, summoning, calling, shadow travel, ethereal effects, and the opening of gates or portals... unless such effects are produced by creatures that have been properly attuned to these wards.

Myth Westervale:  This field emanates from a mobile capstone, that is often transported relative to the movements of Queen Berenice's forces, and can often be found within whatever area they are currently staged. Among its many powers, this field prevents the use of magic that involves using other planes, including teleportation, plane shifting, summoning, calling, shadow travel, ethereal effects, and the opening of gates or portals... unless such effects are produced by creatures that have been properly attuned to these wards.