The Imaskari Enclaves

Since the fall of the old Imaskar Empire on the world of Toril and the subsequent founding of Deep Imaskar far beneath its surface, some of the deep imaskari (revision) have been covertly scrying upon and expanding to other planets using powerful portal terminals as a means of transportation. Each of these devices are capable of establishing a two-way portal with almost any other observed or visited location that isn't properly warded or subjected to adverse magical conditions, be it on another plane or planet. The portal magic of the imaskari has its roots in the reverse engineering of ancient batrachi devices that they first discovered starting sometime between -8,100 and -8,000 DR. Upon traveling to each of these distant, often untamed worlds, the imaskari quickly established a well warded, concealed and sustained subterranean settlement for which they soon built at least one other portal terminal, eventually creating a vast network throughout the cosmos.

The imaskari arcanists always establish perpetual wards (mythals) using potent ritual magic to cover each enclave, helping sustain the populace, reinforcing the structures and protecting the area against both divination and undesired intrusion. In addition, extensive numbers of interconnected magic circles, and monoliths inscribed with powerful diagrams, are also used to the same effect.

Beneath magically altered and carefully attended bio-luminescent oak trees, potent earth nodes permeate the centers of nearly every imaskari enclave. These nodes help gather and amplify leyline energies drawn from the living subterranean depths of the host planet, as well as from the ethereal vapors and protomatter that lie along the local planar veils. Citizen spellcasters and psions alike, often train to make good use of these nodes to help them amplify and modify their capabilities.

Imaskari enclaves also use permanent extra-dimensional spaces, to expand the interior of various structures and chambers, making the most of their often limited subterranean environments. They also supplement the available space with modest demiplanes, created with controlled environments suitable for cultivating a variety of plants and livestock found throughout the cosmos.

The above summary is written for the purpose of being inserted into a typical medieval high-fantasy setting and does not account for the level of technology available with more advanced settings in which the Imaskari Enclaves might appear, or how said technology might mingle with their existing magical disciplines. Additional links regarding these enclaves can be found in the Imaskari Index.

New Spells

Solid Undertow
Transmutation
Level: Druid 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Four 10-ft.-square solid surfaces / level (S)
Duration: 1 round/level and Instantaneous (D) (see text)
Saving Throw: Will negates
Spell Resistance: Yes

Creatures upon the affected surfaces are pulled through them to another location on the same body of solid matter.

While this spell lasts, each creature that touches one of the affected surfaces must make a Will save or be instantaneously transported in an unbroken path through solid matter to another locale you designate on the same body of solid matter, as if affected by master earth (SpC 139). If no such path exists between an affected surface and the designated location, that surface is not affected.
When this spell is first cast, creatures closest to the point of casting are affected first. Each creature affected after the first, appears in a random space located 5 x 1d6 feet away from the creature affected just before it, in a way that doesn't break line of sight between them. If that space is occupied, then it is shunted harmlessly to the nearest unoccupied space that can accommodate it, without breaking its line of sight with the creature affected just before it.
An unwilling creature that makes its Will save, cannot be affected by that same casting of this spell while it lasts, unless they choose to be.

Elan Revision

Elan are not born, they are made. Living humans are selected from a pool of applicants and screened by a special elan council. Those who pass muster undergo a secret psionic process in one of several hidden elan enclaves, where they abandon their humanity for a new, psionically energized existence. Thus, elans don't reproduce biologically, but rather psionically, through a mysterious psionic ritual known only to elans. Even then, their children are usually already fully formed human adults. Nonhuman elans are never created, and it could be that the ritual simply doesn't work for any creatures that weren't originally human.

ELAN
  • Elans retain the appearance, size, speed, ability scores, languages and favored class they possessed before their transformation, but lose the humanoid type and all other traits of their former base race.
  • Aberration: Despite their human appearance, elans are aberrations and thus not subject to spells and effects that affect only humanoids, such as charm person or dominate person.
  • -2 Charisma. Elans typically find themselves preoccupied with their altered state of being.
  • Low-Light Vision: An elan can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Darkvision: Elan can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and elans can function just fine with no light at all.
  • Naturally Psionic: Elans gain 2 bonus power points. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
  • Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
  • Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
  • Reverie: Elan do not sleep. Elans that trance for 4 hours gain the same benefit a human does from 8 hours of sleep. A creature in trance may make Listen checks with half the penalty that sleeping creatures do (normally -10 for sleeping creatures).
  • Additional Favored Class: Psion. In addition to their original favored class, a multiclass elan’s psion class does not count when determining whether he takes an experience point penalty for multiclassing.
  • Level Adjustment: +0.



Elan Height & Weight:

Elan retain the height and weight the possessed before their transformation.
Elan age according to the following progression (in years):
Adult @ 15 // Middle Aged @ 200 // Old @ 400 // Venerable @ 1,000 // No Maximum Age
Humans that undergo the process to become an elan, emerge as individuals at the start of their current age category.

The Nord of Caledon


The nord are a type of human found primarily on the world of Caledon, and are currently the dominant race within the Caledonian Empire. While they have many similarities with normal humans, there are some distinct differences. The nord stand between 6' to 8' tall, have pale blue markings over most of their bodies, and are highly gifted in magic. The nord however prefer the warrior skills to magic, and few nord are known to focus solely on magic. They are natural warriors, and because of this warrior nature, they retain their youthful appearance their entire lives, only showing aging when they are advanced in age. Another difference in the nord from normal humans is their lifespan. While humans can live a little over 100 years in an advanced society, the nord have been known to reach ages of 600 years. Not even the nord themselves know their true lifespan, as most nord die between their fourth and fifth centuries of life. This is caused mainly by condition that is common for all nord, and it is known as the Warrior's Fate. When this condition occurs, affected nord disappear into the most dangerous regions of the planet their own, and very few are heard from again. It has been speculated that the longing to revisit past glories drives them to seek untold perils, and this is one reason why the nord are fewer in number than typical humans.

NORD
  • Humanoid (Human): Despite their extraordinary stature and improved faculties, nord are humanoids with the human subtype.
  • +6 Strength, -2 Dexterity, +4 Constitution, +2 Intelligence, +2 Wisdom.
  • Medium: As Medium creatures, nord have no special bonuses or penalties due to their size.
  • Nord base land speed is 40 feet.
  • Weapon Group Proficiency: Nord are proficient with any one group of weapons in addition to any others.
  • Powerful Build (Ex): The physical stature of nord lets them function in many ways as if they were one size category larger. Whenever a nord is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the nord is treated as one size larger if doing so is advantageous to him. A nord is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A nord can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
  • Nord are immune to all disease, including supernatural disease.
  • Automatic Languages: Common and Draconic. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Any. When determining whether a multiclass nord takes an experience point penalty, her highest-level class does not count.
  • Level Adjustment: +2.


Nord Height:
[ 6'4" ][ +2d10" ] (Male)
[ 6'0" ][ +2d10" ] (Female)
Nord Weight:
[ 210 lbs. ][ *2d4 lbs. ] (Male)
[ 170 lbs. ][ *2d4 lbs. ] (Female)
Nord age according to the following progression (in years):
Adult @ 15 // Middle Aged @ 200 // Old @ 300 // Venerable @ 400 // Maximum Age +2d%
Nord Racial and Regional Feats:
Ancestral Knowledge (Ros 136), Battle Hardened (RoS 137), Blooded (PGtF 35), Bullheaded (PGtF 37), Dreadful Wrath (PGtF 38), Fearless (PGtF 38), Lightbringer (RoF 166), Strong Soul (PGtF 44), Tireless (PGtF 46)

Revised Spells

Color Spray
Illusion (Pattern) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: 40 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

A vivid cone of clashing colors springs forth from your hand, causing creatures to become dazed and perhaps blinded.

Each creature within the cone is affected according to its Hit Dice. Creatures with 4 or less Hit Dice are blinded and dazed for 1 round, then dazed for 1 round. Creatures with 5 or more Hit Dice are dazed for 1 round.
Sightless creatures are not affected by color spray.

Material Component: A pinch each of powder or sand that is colored red, yellow, and blue.