Beings of Power: Sohmna

Sohmna is one of the Oyarsa. Cleric players can choose her to gain access to the Tempest domain

Sohmna, Sailor Beyond the Horizon.

Relationship with Followers
She is beloved by shipwrights, explorers and widows. While there was a time when Sohmna lived in human communities, few now living have met her in the flesh. Most of those who follow her have encountered her in dreams. She is a comforter to those who mourn for something lost, a guide to sailors, and a muse to would-be explorers who long for distant places and strange sights.

Teachings & Philosophy
Sohmna has no teachings. She is a mostly silent patron, and her disciples have only her complicated, sometimes contradictory example to follow. Some choose to focus on her strength, becoming clerics driven by duty and responsibility towards the world and it’s inhabitants. Some focus on her independence and ingenuity, becoming adventurers, or explorers.

Notes
Sohmna is the most complex personality among the allies of Mooros. Once the most approachable of the Maiar, she is now the most distant, although she has not lost her compassionate spirit. She is thought to play a very active part in the preservation of the universe; a role she requested of Mooros following the death of her mortal husband. Her undertaking keeps her on the periphery of the world, mending and repairing the cracked and broken edges of reality. The great Halls of Sohmna, long neglected and empty, lie somewhere beyond the edges of the explored world; legend says they stands at the place where the endless river empties into the void. She is depicted as a grey-hooded figure standing astride the deck of a white-sailed vessel on stormy seas, white-eyed, raven-haired, and haloed in lightning. In one hand she carries a silver spear and in the other a builder’s hammer.

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The Edda of Armod: Part 2

Continued from The Edda of Armod: Part 1

At that time the Creator also spoke all these words: “See I have drawn a shroud across the planes, and set between us the tragic sea, that no pure spirits may cross into the west, that in their crossing, they should be clothed with a body of flesh, each according to its nature. In the new age that is coming, and has already come, spirit and spirit shall not converse face to face, but from a distance, as if through a fog and a loud wind. Until the time I will appoint, near the coming of the end of all things these things will be so.” And it was so.

This is the first recorded articulation of what most scholars call “the law of the material plane.” It is the presumptive reason for the transformation undergone by planestrange races like the Ramaki, but also explains the presence of diverse monsters and otherwise inexplicable beings found throughout Felmoorish history and legend.

Now the whole of mankind assembled at a place they had called Frenyot, on the shores of Felmoor to choose a new leader from among themselves, for Omad had been cursed and shunned the company of men, choosing instead to wander the wastelands of the far north. He lived like the wild beasts of the the world, driven mad by the many signs of mourning wrought on the earth. It was decided then, that Harad should be the leader of men, for he and his brother Hurol were the mightiest of all men there assembled. There on the plains of Freynot, Harad established the first city of men, making himself the king, and named it Maragnor, saying, “it is the first of many.” So it came to pass that Maragnor grew in splendor. As they still say:
Men grow secure in guarded towers,
forgetful of first destiny,
and spire-spirits discern proud hearts
in Maragnor,
in Frenyot of broken Felmoor

To bring a warning, that a nation might be delivered out of Maragnor, Kohma and Gohma in the shape of a wolf and a lion came to Frenyot. “The spirit who hides his name,” they said, “banished from Garagnok,  is coming upon you, and brings destruction with him.” 14 families gave ear to their warning and followed them East beyond the Bay that is called the place of bones. When they had traveled a great distance away from Frenyot, Komai reached down into the earth, took hold of its deep parts, and cast them towards the sky, saying, “these teeth will protect and hide you from evil,” and that is what those mountains are called still.  Then Akkad and the 14 families founded Saragnor, saying “It is the second of many.”

Kohma and Gohma are not very well understood. They disappear from the histories and legends after their intervention at Maragnor. Some believe they were men, or a kind of metaphor for real events. Certainly the ruins of old Maragnor are real enough, and there is evidence enough that Saragnor was founded by refugees from Maragnor prior to its sudden destruction. Many believe Kohma and Gohma were shug-wights; spirits who have partially resisted the law of the material plane. Legends depict them as large talking animals, able to appear and disappear at will – an ability they lose as they age, eventually becoming fully corporeal fel-wights.

 

Map progress

The map is coming along. I’m still learning as I go. Unexpectedly, having a map has helped with writing. There’s something about seeing everything in geographic relation to each other that makes thinking up story ideas easier. The map gives the setting a layer of tangibility, which seems to give my brain some traction, if that makes any sense.

The Broken Edge Isles
Initially, I did not like the colors that campaign cartographer makes me use. I still don’t, but I’m finding ways to make things better. Check out the trees in this shot, they’re almost neon green, It’s too bright. The ocean too, isn’t quite right. It has too much green in it, I think.

Once I have all the major locations, some roads and rivers, I’ll start posting location lore and histories with their map picture.

maragnor beaches
I learned how to fudge in some decent-looking beaches using land contours, which feels like a major accomplishment.

Player Character Race: Quyg

 

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I just couldn’t not have a Grue PC race. No, not Gru. Totally different.

Felmoorish races are going to go up one at a time. I’m trying out new ideas with each one, so I’ll preface each one with some of my notes. If you don’t want to read my notes, and just want to get into the mechanics, just skip everything above the break

I’m not completely on board with the way that 5E makes spellcasting classes rely on material components to cast their best spells. I don’t like the idea of requiring wizards and sorcerers to carry around and replenish a supply of “spell ammo,” as it were. The Mountain Quyg represents one way that players can choose to avoid that particular  requirement.

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What do you get when you cross a hedgehog and a koosh-ball?

 

Continue reading “Player Character Race: Quyg”