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Cosmology of Kajir
    The world of Kajir is a difficult place to find, being set apart from the Great Wheel of the Standard D&D Cosmos. Simply this: Beyond the Great Wheel the Astral Plane ends in a shimmering wall. This is the Aether Wall. Aether is deadly to unprotected beings and it fills the open void. Drifting in the Aether are several self-contained worlds each having its own planar traits as well as it's own Ethereal Plane and Shadow Plane. The Aether (sometimes called "The Void" by Kajirans) serves as a source of power for Arcanist/Ritualist (Sorcerer/Wizard) spells such as Shadow Conjutation and Etherealness, which would normally draw on the Shadow and Ethereal Planes. It should be noted that unlike the standard Ethereal Plane of the D&D cosmology, there are no links to other planes in these Transitive Planes. Because of this unique cosmology, certain spells do not function; such as ones like Astral Projection, which transports a body to the Astral. In the Spells and Magic section a complete list of spells which have been altered added or removed will note which transitive planar spells work and how.
The Aether

     The Aether functions for all intents and purposes as the D&D Astral Plane. however the very nature of the Aether is harmful to most beings. The Planeshifters (See Shifter Template) are unaffected by the Aether and can planeshift from world to world by travelling The Void. They can extend their protection to other creatures. Any unprotected  creature suffers 3d10 points of damage from the planar energies, though the spell
Avoid Planar Effects, and  some magic items offer protection from these energies.
Travel between Planes

     The Aether forms conduits to all of the Far Planes, a group of individual Prime Worlds that drift in the Aether beyond the Wheel, however only Deities and Shifters are capable of making sense of the conduits of planar travel. Portals link some of the Far Planes to each other, though they can be hard to come by. The only other method of crossing planar boundries is through a
Plane Shift Spell, However Plane Shift will only transport travellers to a plane known to the caster. if the caster has never left his home plane Plane Shift will transport him to a random plane in close proximity to his origin plane.

     Planar travelers in the Far Planes be warned:
If you are on a far plane that is not your home plane, you are considered an outsider. This means that a character not on his home world is subject to Banishment, and can be hedged out by a Magic Circle set against their alignment. This temporary outsider status however, does not give a character the benefit of returning to it's home plane when slain. A planar traveller killed on a foreign plane is just as dead as any native.
The World of Kajir

Normal Gravity.
Normal Time.
Finite Size.
Alterable Morphic.
No Elemental or Energy Traits.
Mildly Neutral Aligned.
Normal Magic.

    Kajir is one of an infinite number of Far Planes that exist beyond the Great Wheel. It is a world of intrigue and controversy in the midst of the Age of The Great Ice. Most native Kajirans are unaware that other worlds exist at all and consider outsider races (Devils, Demons etc.) to come from a spirit realm of the deities. Kajir is the most detailed Far Plane, but some of the more common ones are detailed below.

Kajir Links:

The Gate of Worlds: In the deepest depths of the ruins of Athgaar there is a free-standing ring of Iron set with Diamonds and marked all over with mystic runes 1/4 buried in the ground. If activated it becomes a one-way portal to a random Prime Material world of the D&D cosmology. The last known person to use the portal was the elven hero Tanthalas Amakiir, a Knight of the Sword, who traveled to the world of Ryil.

The Shadow Keep: Deep within the Thaagian Mountains legends speak of a Transmuter who was seeking the secret of Voidwalking in a huge castle built by his Giantish slaves. Acoording to the legends his laboratory exploded, whether by an expirimental mishap or by the design of a Shifter, nobody can truely say. all that is said is that his castle and grounds were forever altered. The keep is out of phase with reality and is only sometimes located on Kajir. Every month the castle phases to another plane replacing the grounds with the area of its destination.
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