In the interest of sincere debate:
The teleblock in Forinthry is, in my opinion, quite likely caused largely by the original destruction of the continent at the hands of Zaros.
However,
it appears that the easiest and deepest teleports that venture into the wilderness all predate this particular event, often by a significant margin. This, in addition to the uncertainty of the exact means of teleportation used by these (ancient, lunar and the obelisks all predate the original first Wizard's Tower and with it the discovery of standard teleportation via the abyss), suggests that the wildernes is primarily insulated against standard or weak abyss-related teleports.
Arguably, the increasing lack of anima might be part of the reason why abyss-based teleports fail in higher levels of the wilderness (and, incidentally, is the reason why trying to grow crops in the wilderness is a futile attempt at best). Those we do know of are usually high-tier items available only to the more powerful of mages (enchant dragonstone, ring of life) and might rely more on the power imbued into their enchantments than the latent anima to connect to the abyss.
Note: When you're going to talk about things like amulets of glory or rings of life, you had
better
come up with a good concept for ensuring item rarity in roleplay. One of my greatest pet peeves with the community is the great availability of many extremely high-end items.
Re: blocking teleports into an area
"There are strict rules regarding teleportations as illegal destinations are typically teleblocked, although there are also alternate ways to get around this."
I have, by way of some small research through the examples provided, not actually found a section that describes any effect that will prevent you from entering an area via a teleport (aside from the mention above). If you have the actual passages in WGS and Betrayal at Falador, please put them down here for the sake of posterity.
My existence is debatable, but likely.
16-Jul-2017 21:59:11