Fanaelialae
Legend
You still don't seem to understand what I'm saying.Not if the spell didn't exist which was my premise. It's also impossible if no one can cast it or no one has the address.
if the spell is not available, the scenario won't come up if the DM wants to retain players. It's basically a spell tax that is occasionally useful as a shortcut or as a narrative device.
It's not a tax, it's a tool. A choice.
The DM decides when the cataclysm will happen, probably before the campaign even begins. The DM has no way of knowing whether the party will have teleport, or where they will be when (if) they learn of the impending cataclysm.
They could be extremely clever and find out about it in their first adventure (maybe they capture and interrogate an important cultist the DM had expected they would simply kill).
They could miss all the clues and only find out about the cataclysm as it occurs.
Or, it could be somewhere in between, in which case a quick travel ability like teleport could prove invaluable.
All of their choices are important. If they spend a few weeks in town making magic items and researching spells, instead of investigating the cult, they're all the more likely to run out of time.
Now, yes, there exists a different style of DMing where, no matter what the PCs do, they will arrive at the cataclysm ritual just in time to stop it. And, yes, this is an equally valid style.
However, what I am trying to explain to you is that when you say that teleport has little actual value, you're primarily referring to the latter style of campaign. Your arguments are completely nonsensical in terms of the former style, because whether or not you have access to teleport may indeed matter very much regarding how the campaign unfolds.