Kosmon

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Revision as of 09:42, 31 May 2022 by Aer (talk | contribs) (Created page with "'''Kosmon''', the world between planes. It is a route between worlds, and was considered a magical oddity formed in the ruins of the Dwardle Plains by the endeavour of the Obscahi. Whether the endeavour succeeded or failed, the magical accident destroyed a swathe of land and doomed the King of Sudvanne's army to a watery grave - known folklorically as "The Drowned Regiment" - and is commonly believed to protect the Lake from further magical intereference. {{quote | tex...")
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Kosmon, the world between planes. It is a route between worlds, and was considered a magical oddity formed in the ruins of the Dwardle Plains by the endeavour of the Obscahi. Whether the endeavour succeeded or failed, the magical accident destroyed a swathe of land and doomed the King of Sudvanne's army to a watery grave - known folklorically as "The Drowned Regiment" - and is commonly believed to protect the Lake from further magical intereference.

"Kosmon is an oddity. It should never have existed. But since it does, we should probably go and take a look, right?"
—unknown, overheard at the Halls of Ahuatu.

Beyond the gloom of the lakebed, beyond the kelp forest and rapid currents of the water, beyond the grove of Mithralesinde, lies a collossal door of mithril and light and the doorway to Kosmon and the pathway betwixt the planes. Innate magic protects the Kosmon; trnsparency of light flashes and wanes as from time to time a traveller alights from one blinding portal and emerges into the crossroads of the worlds: a city glowing beneath the lake. Most of the travellers continue on to another place without questioning the the world that acts as a halfway house. One person seems to have made their home in this world, acting as a guide to the travellers. He is known as Meistrid Veerand, and when encountered is a spry elederly gentleman of advancing years, waalking with a staff of mithralesind and wearing a concoction of cloths and disparate rags, a purple and silver neckerchief and a jade korú necklace. He patrols the Halls of Ahuatu (trans. The "Halls of Beyond") of Kosmon.

Kosmon as a meeting place

As a hub for planeswalkers, Kosmon has a storied verbal history of multiple cultures. It has a halfweay house feel,, people perpetually travelling through the nexus of portals that illuminate the halls beneath the lake. There are small shrines to various deities located in the cruciform passageways which were originally sanctified to the Everlight and the True path, religions unknown to Kuselada. The shrine has a motley collection of gifts to the path, and walkers often lay a trinket to the shrine as they pass through the planes, in memory of their past travels, or to lost friends on the way. Around the Planeswell in the halls of Ahuatu, the architecture swirls around a perpetual whirlpool. Stepping stones allow travellers to walk around the swirling miasma, as portals shine brightly from all directions. A ramshackle village of resting planeswalkers has slowly cropped up, with traders selling artefacts from various worlds to other walkers, gold being a universal currency. One such souhk is a tavern house. It is run by a mana-genasi known as Wisp, a raggedy man in rags who laments the loss of his love who left to walk the planes and never returned. Wisp suffers from a malady known as Planesickness, an illness contracted by travellers who have spent too much time on the wrong plane.

Planeswalking

The act of moving between the material plane to an alternate one is known as planeswalking, especially if this is accomplished via a portal at a nexus such as Kosmon. To allow magical travel between the planes, the Leyn associates of the Library have discovered a way of teleporting across the planes which requires a planar anchor to guarantee travel to the intended site. However, planar gates exist, and the unstable gates are explored by the Leyn who on their return fashion a tuning fork to allow furture travel to that plane.

Kosmon in Planar Folklore

Regular planeswalkers have got used to the water dappled ceiling of the halls and the denizens beneath the city of the lake. Some travellers tell of a tabaxi known as Blossom on the Wind, whilst others tell of shadows playing on the outside of the planar portals, mere glimpses of creatures now aware of an existence in the material planes. Some travellers speak of a being known as Dendar, a shadow across worlds.

Planeswalkers have many names - they may be called stupid, insane, some name themselves after an organisation, such as "The Priori" or "The Society". Others jump from plane to plane, sliding across the barrier between worlds, addicted to the travel and considering the barriers and insignificant oddity. All speak of the Planeslost with a frisson of fear: they are thought to be travellers who are truly addicted to wandering the planes, chasing the experience and exhilaration of walking amongst the worlds again and again.

"Old mother's tales speak of being fae-touched. This is a curse more than a promise, yet even the fae would hestitate before starting their planeswalk in fear of losing their very selves."
—Arya, On the Underfae and the creatures of the Fae.

Most sensible planeswalkers carry a small trinket of their home plane in order to guide them back home. To lose this anchor is to consign yourself to walk forever, forever searching for a way back home.

Awareness of Kosmon

Kosmon and the Obscahi, and Concurrence

The simple fact that other realm even exist and that travel could be contemplated to them could very easily lead to wars; wars of control, for whomever held Kosmon would hold the keys to significant riches - potential mineral wealth from the other realms and the expertise to work it. As such it is better that it is curated by a select few and the secret kept amongst them. To that end, the Associates of The Library of Tundmatusse keep watch over the planes, and Kosmon is hidden from the world, the legend of a village below the lake suppressed, and very few even consider it a possibility. This was the greatest secret of the Concurrence, the reason that the mages that survived tolerated the punishment after the Endeavour was completed: the Endeaveour actually succeeded, and sundered the material realm. The Obschai would try to reap the rewards of the infinite, infants playing on the shores of the greatest ocean.

Kosmon and Fantoom

Blossom on the Wind was an associate of the Library of Tundmatusse. As such, Blossom knew about the planes and planeswalking, possibly as a way of returning to Fantoom.

Planeswalkers