What do you want from Lost Omens: The Broken Lands?


Lost Omens Campaign Setting General Discussion

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Leafing through LO: Legends for a quick citation on Kevoth-Kul, and found an interesting note hidden in his writeup that I hadn't previously considered: the idea of Kellid nationalism.

The Black Sovereign himself has always wanted to properly unify Numeria, but twice the text goes further, implying that he (and his consort, Kul-Inkit) seeks a great Kellid empire that reaches beyond Numeria's borders. This has me wondering - how many Sarkorian Kellids fled east to Numeria, and might hold to the ideals of an explicit Kellid nation? Their homeland is deeply blighted and impossible to disentangle from foreign crusaders, but a Numerian banner might prove a deeply tempting rallying cry.

Of course, just as many Kellids are quite content with traditional nomadic lifestyles in Numeria, the Sarkoris Scar, and the Realm of the Mammoth Lords, and many of those think Kevoth-Kul has lost his way behind Starfall's walls... but the Sarkorians built great cities of their own, and so might look on this more kindly. The folk who spoke to all the planar spirits of Old Sarkoris might likewise welcome artificial life, merely another thread of many in the cosmic tapestry.

Dark Archive

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That was always case even in 1e. Like Kevoth-Kuls conquering dealio got interrupted by Technic League drug shenanigans and thus Numeria remained united despite hopes of his supporters but that also meant he neighboring nations were bit more safer x'D


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

He is immortal, so the thought of building something to justify that would be pretty tempting.


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I picked up the Wrath of the Righteous videogame on a steep sale, and after agonizing over the character creation screen, settled on something that builds off the lore talked about in this thread: a Dwarf Inquisitor of Nethys, a Jormurdun-descended Pahmet come to seek Jormurdun! With that strange single mention of that Sky Citadel being afflicted with time magic, I figured it makes a fun excuse to play out the Aeon Mythic Path - I’m a sucker for playing LN in videogames.

While I wish their Rogue Trader game all the best, part of me does wish Iron Gods was in the works instead…


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Realized I'd actually missed several Jormurdun-adjacent scenarios from PFS Year 6, so I rectified that tonight, and found some interesting stuff - namely, that the folk of Jormurdun are really, really unlucky. The Society is touching their story because they seek the Sky Key, a Numerian relic the Jormurdun dwarves prized as a treasure of theirs; when the Sky Citadel fell to the duergar, King Gutheran split it into five, giving pieces to his four heirs. Each of these heirs - known as the Scions of Jormurdun - had a number of their people with them as refugees, and most met with considerable misfortune.

Scions of Jormurdun:

Gutheran remains behind with the "core" of the Sky Key, and resolves to die defending his throne room with a handful of loyalists. As mentioned, a single line we don't really have context for establishes that an activation of the Key during Jormurdun's fall trapped "hundreds in a bubble of time" - maybe a flawed usage of the piece Gutheran had left with him?

Toggrim, his eldest son, stays close; his people settle across Mendev, Numeria, and Sarkoris. He believes the best thing for the Sky Key is to take it home, so he... accidentally feeds it to an AI. It's mentioned that post-Worldwound, most of this branch now live in the slums of Chesed, a Numerian city, in poverty.

Logyra and Sigrin, his daughters, both went all the way to Garund instead. Logyra's people are welcomed by the Pahmet dwarves of Osirion; she ends up being a major early figure in the Ouat tradition of monks.

Sigrin's folk found a city in the Mwangi Expanse, Ashkurhall, and make friends with both a local gargoyle and a local tribe of grippli. Plague eventually devastates Ashkurhall, and the survivors seek out the Taralu, who agree to adopt them on the condition that they abandon all their prior ties and fully commit to becoming Taralu themselves. (Interestingly, Ashkurhall is in the hands of a tribe of Kobolds now - one scenario paints them as terrible little monsters who do human sacrifices, while another has them as friendly and seems to expect Pathfinders to deal with them diplomatically).

Naldak, Gutheran's youngest, fared the worst of them all; he took his people to the Lands of the Linnorm Kings and founded a settlement there... in a region that became Irrisen after Baba Yaga moved in. Hao Jin offered the settlement safety inside her Tapestry, but when that demiplane started falling apart, they almost entirely fell to Droskar, becoming duergar slavers.

What's really exciting is the characters this all opens up. A bitter Rogue (or technological Inventor!) from Numeria, a stoic Ouat Monk, a wandering Taralu Bard, and an unflinching Droskarite Tyrant all could have equally valid ties to this fallen dwarven culture.

The Sky Key seemingly ends its story broken beyond repair (it gets a very climactic use!), but Jormurdun's liberation is counted as a major, massive victory for the Pathfinder Society in the Society Guide. I'm holding out probably-misguided hope that with the major dwarven focus coming in 2023, this Sky Citadel - now safe for nearly a decade - can get some recognition, and that strange "time bubble" might finally get resolved.

Liberty's Edge

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keftiu wrote:
The Sky Key seemingly ends its story broken beyond repair (it gets a very climactic use!), but Jormurdun's liberation is counted as a major, massive victory for the Pathfinder Society in the Society Guide. I'm holding out probably-misguided hope that with the major dwarven focus coming in 2023, this Sky Citadel - now safe for nearly a decade - can get some recognition, and that strange "time bubble" might finally get resolved.

Season 6 was my first year of PFS, and I think it's safe to say that it was a very climactic use of the Sky Key there! This plotline was a wonderful introduction to PFS. I'd forgotten about the time bubble (if I ever knew) until you first brought it up, but you raise a very interesting point about it being a more dwarf-focused 2023. I'm fascinated with what can be done with the Sarkoris Scar - it needs a deft hand, but it could be a really fascinating exploration of a wide variety of social issues. Starting it with an 11-20 AP (or better yet, a 6-15 AP - but I know that's asking a lot!) involving the reclamation of Jormurdun could be a really interesting starting point. Dwarves in Avistan have tended to be pretty insular and that has affected my ability to get invested in dwarves in the area, but if this hypothetical AP ended up with Jormurdun being a safe haven in the Sarkoris Scar from which a wide variety of other Sarkorian peoples fought to reclaim their ancestral lands, that'd be amazing. It both gives dwarves a more active role in Avistan, and a reclaimed Sarkorian culture that has a bit of dwarf syncretism in it would be fascinating too. You've definitely sold me here!


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It's probably no surprise to hear I would eat that up - Jormurdun's become a pet obsession of mine, and a Reclaimer AP is tied with an Iron Gods sequel for the story I want most in Avistan. The Kellids (and specifically, the Sarkorians) are fascinating!

Imagining the Sky Citadel acting as a hub for Sarkorians, the dwarven diaspora, and potentially even settled agents of the various groups who served under the Army of the Open Road's banner (the Riftwardens, especially!), but also hosting New Thassilonian scholars of time displacement?


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Chasing down info on the aiudara network led me to the writeup of Timal, the Pillar City, an old Kellid site in what is now northern Mendev. In the time before Earthfall, it hosted a population of Kellid, Elf, and Half-Elf people who lived in harmony, the elves drawn in by fascination with the practice of god-calling. Its aiudara was sealed after the folk of Timal essentially tried to rush the Sovyrian Stone (an understandable response to only their elves being offered sanctuary).

This would be interesting enough, but there’s a mention of who inhabits the ruins today - namely, an eidolon who claims to be a reincarnation of the city’s old Sarkorian god, and a tribe of maftets who serve it and keep the peace among other ‘monstrous’ inhabitants. It’s probably nothing, but this is one of like half a dozen random instances in 2e of maftets you could hypothetically have a conversation with… I hope it bodes well for them as an Ancestry someday!

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