Cogiton

Map of Cogiton. All rights reserved.

Major Locations in Cogiton
    Mons Modronus
    Segmentum Irrigatus
    Segmentum Glacialis
    Segmentum Centralis
    Pyramids of Order and the Vespinae Hives
Prime Structuralists of Cogiton
Vespin


Major Locations in Cogiton

Mons Modronus

One of the four major regions of Cogiton and the largest. It is more commonly divided - not merely colloquially but geographically, by the Five Rivers and the Confluence - into two vast mountain ranges, the Mons Aedificorum and the Mons Fabricatum. The Mons Modronus is the industrial domain of the native Cogitean constructs known as modrons. They exist independently of Neltak and the Regulated Host, the Cogitean armies commanded by the Keruv Mykael, and generally keep their own inscrutable counsel in all things.

The Mons Aedificorum is in a constant state of architectural renovation. Structures of impossible size and geometric complexity are raised and razed for no clear reason beyond advancing what is possible in terms of construction. It is generally believed that this is actually an expression of art through engineering, which confuses even other Cogitean natives who appreciate the beauty of symmetry.

The Mons Fabricatum is where new constructs are produced, repaired, or upgraded-- and always in strict accordance to mathematical necessity and without the faintest deviation from established designs. Owing to the frequent and quite offensive bursting of its banks by the Styx, and the subsequent dangerous maintenance work needed, there is never a time here where someone new is not being built.

Segmentum Irrigatus

One of the four major regions of Cogiton, it is a perfectly symmetrical irrigated amalgamation of agrarian townships, with the great city of Solers overseeing the entire area. Solers is built entirely out of steel and right angles, brutally minimalist in its design, and appropriately so for the home of Neltak and Aknor. Interestingly, the God of Skill does not actually spend most of his time here, instead preferring his workshop in Gelumatrixia.

Disorder and deceit are non-existent here, except when introduced from outside of the plane, but the need of a city for courthouses and such means that such establishments are still present. Even in the absence of any crime, they are also fully staffed and meticulous records kept as to all activities carried out therein, which then necessitate archival facilities in case any of those records are required later on.

Segmentum Glacialis

One of the four major regions of Cogiton, it is a perfectly symmetrical expanse of glaciers, ice fields, and snow plains formed in undeviating accordance to curvature mathematics-- circles, bends, oscillatory weather patterns, and other such bizarre and esoteric things form the basis of this region. It is almost wholly devoid of life save for those working under Aknor in Gelumatrixia.

Gelumatrixia is a city of unmelting ice which serves as the personal workshop of Aknor the God of Skill, an equivalent to the unchanging uniformity of Solers wherein he may experiment with change-- though still avoiding the introduction of any disorder or chaos as a result. Like the rest of this Segmentum, Gelumatrixia is a city of curves and bends and rounded angles, as symmetrical as Solers, but appearing far gentler and more welcoming.

Modron. Common domain.

Segmentum Centralis

One of the major regions of Cogiton, and by far the most varied, it is dominated by the Lexor Mountains, which appear to have been deliberately sculpted, and which contain the single purposeful region of disharmony in the entire plane. This area, the Crucible, was indeed deliberately sculpted by the Keruv Mykael to test the abilities of his armies to withstand the stress of fighting in an imperfect, non-conforming battlefield. As he expected, most struggle to maintain any kind of cohesion of their own just by entering it, but he is optimistic that he is making progress.

Other portions of this Segmentum include the matched Drylands and Arboretum of Symmetry, and the Divisory Dunes which separate them. Geographically these are almost painful to look upon for a non-native, with everything perfectly spaced apart and looking absolutely identically to everything else in its area. A plant will even sprout at the same speed and grows into the exact same shape as every other plant of its kind.

Pyramids of Order and the Vespinae Hives

Located within the Divisory Dunes are a line of pyramids, their origins and creators utterly unknown, and serving no apparent purpose that anyone can divine. Unlike those on the Material Plane, the Pyramids of Order are entirely solid and hewn from a single block of stone, which is even more bewildering to those who seek to study them. However, they have been given a very specific use in recent millennia.

Specifically, they have been burrowed into by the vespinae of Aine, the exiled archfey of Tanis who herself dwells within Aculeata Hive, the largest of the hives of her insectile creations. These particularly vicious and warlike fey are considered pests by the majority of Cogitean natives, but since Aine promised them as ancillaries to the Regulated Host should Neltak have need of them, the vespinae have been grudgingly accepted as permanent residents of the plane.

Overlooking the Pyramids of Order is the Planar Records and Reports Facility, wherein the Saraf Radha continues to labor tirelessly at promoting the ethos of pure Law across the planes, and organizing the resultant paperwork into comprehensible files for future reference. Aiding her work is one of only two modular transplanar portals in existence =- the other belonging to Vornoth-- which allows her to access any of the Heavens or Nemux at will. This portal is guarded by two of the more peculiar Kyreions, the deposed Tanisian Turael and the exiled Erebusian Tsafon.



Prime Structuralists of Cogiton

Radha

Domain: The Planar Records and Reports Facility, overlooking the Pyramids of Order
Position: Cogitean Overcommissionary
Significant Titles: The Dutiful, Architect of Order, Lady of the Files, Ironic Mother
Primary Adjutant: Mykael
Other Adjutants: Turael and Tsafon

A Brief Overview

It has long been known that of all the planes, Cogiton is the one which devils find the most pleasing after Barathus, even over the other Hells. The utter imposition of order across every aspect of the plane appeals to them immensely, and many of the greater fiends amuse themselves with trying to add just the slightest degree of unnecessary oppressiveness to it. Their solid reasoning is that once the first minute shift towards evil is made, others will follow more swiftly and more easily.

To combat this insidious and very real threat, Neltak brought forth his own Saraf, Radha. Through her inexhaustible labor, and meticulous paring away of the unwieldy bureaucracy, she has proven to be more effective at promoting the ethos of pure Law than any army of Cogiton. Planar efficiency measurably improved by quadratic leaps for seven hundred years before finally reaching a plateau.

In order to facilitate her work, she maintains the only permanent and modular transplanar gateway in existence. By her command, a portal may be opened key locations on four other major planes: Caelestin, Barathus, Concordia, and Nemux. Her adjutants Turael and Tsafon, both ancient celestials raised to the exalted rank and power of Kyreion, serve as constant wardens over this gateway. Whilst no attempt to breach their defences has been made even by the chaotic Nemuxites, Radha does not permit this invaluable resource to be left unattended for even a moment.

Radha also created the Scepter of Stability, an artifact of staggering magical complexity which drew energy directly from the Ontological Force of Neutral Law, and which was intended for military use against the chaotic planes. Considering this to be the funless variety of unfair, Bucca Tunnelly enlisted the aid of the Saraf Kenyotl to steal it away.

The Scepter was transported across the Outer Planes, bleeding away its stored power just enough to prevent it from exploding when it was finally taken to Nemux and subjected to the Ontological Force of Neutral Chaos. Gradually, the artifact mutated from its original pure form and had only a limited, but profound, effect upon the chaos-stuff of Nemux. Radha, much to her displeasure, now found herself to be mutually responsible with Kenyotl for the race now known as slaadi.

Mykael

Domain: The Crucible, within the Lexor Mountains
Position: Overmarshal of the Regulated Host
Significant Titles: The Unbreakable, Maker of Champions, He Who Withstands, Shield of Law
Adjutants: Kaumari and Tanit

A Brief Overview

Mykael is the youngest and most energetic of the Keruvai, brought forth by Aknor to direct and improve the training of the armies of Cogiton. He is something of an innovator and maverick, willing to subject himself and his troops to horrific experiences in order to prepare for situations that ordinary training could not provide for.

To this end, Mykael purposely disrupted the symmetry of the Lexor Mountains, creating the only region of disorder in the entire plane. The resultant area, which he dubbed the Crucible, is spiritually offensive to the Cogitean natives, and is actively reworked at random intervals to further upset and disorient. Within, Mykael runs the single most brutal and comprehensive military program in the planes, universally reviled and constantly pressured to be shut down.

Fewer than one in thirty thousand participants last the first day before breaking down and being removed for their own safety. None have yet completed the full course, and even Mykael has only managed to endure nine months out of the full year. However, those who reach six months of training are considered to have performed sufficiently well to have passed, and are acknowledged as members of the most elite special forces in the planes.

Mykael has a particularly intense relationship, nearly as much outright enmity as simple rivalry, with Zipacnah. The two Keruvai deliberately seek each other out whenever possible, testing their strength against each other, boasting of their successes and downplaying their failures in ways that would be familiar to any boisterous youths of the Material Plane. Mykael has even admitted that his entire designing and creation of the Crucible was in response to a jibe by Zipacnah.

Turael

Domain: The Planar Records and Reports Facility, overlooking the Pyramids of Order
Position: Kyreion Warden of the Day
Notable Status: Progenitor Sidhe (Sluagh)
Significant Titles: He Who Decries Battle, The Restful Hawk, Implacable One, Sentinel of Light

A Brief Overview

Though they are often underappreciated by their peers, Turael and Tsafon fulfil a vital role in the functioning of Cogiton, for they stand watch over a permanent gateway that can be attuned to several other planes, guarding against any invasion. This gateway, a creation of the Saraf Radha, vastly simplifies the process of transplanar operations, and indeed makes the current efficiency of Cogiton possible.

Turael is not the most approachable of individuals, for he makes no secret of the facts that he prefers his own company, and desires only obedience from his subordinates, rather than respect or camaraderie. Further, as the creator and master of the sluagh, Turael may command a mighty host that, though it poses little harm to the living, is especially terrifying to the planar immortals. Archfey especially treat with him with unusual courtesy lest they rouse the ire of his sluagh.

The two Kyreions are among the oldest celestials still living, who remember the days before arrogant Godsliver Fiends and wearisome Sarafai, and consequently are able to get away with far more than they ought to. Their binding oaths to Neltak are the only things keeping them from going even further in their criticisms of the current state of reality. According to them, the whole Ontological War would have been resolved far more satisfactorily than it has been if they had been in charge of things.

Though he is often called a celestial, technically Turael is a native of the Feywild. Once he was a far more independent and reckless spirit, eager for excitement, but time has mellowed him considerably, and now it is a peaceful eternity that appeals to him the most. His current allegiance is due to Aknor having personally plied him with compliments and requests to lure him over to Cogiton-- hardly surprising that he shares Tsafon's irritation for the petty schemes of gods.

Tsafon

Domain: The Planar Records and Reports Facility, overlooking the Pyramids of Order
Position: Kyreion Warden of the Night
Significant Titles: Spider Lord, The Patient One, He Who Strikes First, Lurker in Shadows

A Brief Overview

Though they are often underappreciated by their peers, Tsafon and Turael fulfil a vital role in the functioning of Cogiton, for they stand watch over a permanent gateway that can be attuned to several other planes, guarding against any invasion. This gateway, a creation of the Saraf Radha, vastly simplifies the process of transplanar operations, and indeed makes the current efficiency of Cogiton possible.

Tsafon is a disconcerting being at the best of times. His jerking, erratic movements evoke suggestions of insects and other such creatures, and his voice is the rasping whine of scraping nails. His magic and combat style is heavily focused upon confusion, fear, the exploiting of weaknesses, and a slow crippling death to his enemies. Tsafon mocks the notion of being fair in battle, and argues that only a survivor can congratulate themselves for victory.

The two Kyreions are among the oldest celestials still living, who remember the days before arrogant Godsliver Fiends and wearisome Sarafai, and consequently are able to get away with far more than they ought to. Their binding oaths to Neltak are the only things keeping them from going even further in their criticisms of the current state of reality. According to them, the whole Ontological War would have been resolved far more satisfactorily than it has been if they had been in charge of things.

Though he is often called a celestial, technically Tsafon is a native of the Penumbra. He spent most of his early days hunting other primordial entities through cunning and skill, often deceiving them into believing him vulnerable, or confusing them with potent illusions. His current allegiance is due to Aknor having personally plied him with compliments and requests to lure him over to Cogiton-- hardly surprising that he shares Turael's irritation for the petty schemes of gods.

Kaumari

Domain: The Crucible, within the Lexor Mountains
Position: Kyreion Pugnatum
Significant Titles: The Exiled Empress, Most Gloried General, Purified One, Bane of the Rakshasas

A Brief Overview

Kaumari is perhaps the most skilled and trusted of all the commanders of the Keruv Mykael. She has waged war across the planes at his command, bringing low countless enemies of Cogiton both great and small. She is also not a celestial, or indeed of any of the brighter planes. Once she was a daughter of Carcus, created by the indentured Godsliver Fiend Moloch to be a fitting bride for Ravana Samraat.

Kaumari was indeed a worthy match, burning with the same ferocious pride that filled the Elderfiend. Unsurprisingly, this made her unwilling to be a mere marital accessory. Upon being presented to her intended husband, her arms multiplied and filled with weapons, and she slaughtered many thousands before at last leaving the Sanadara Palace.

It is not recorded what Ravana Samraat thought of this incident. However, it is known that Moloch was severely punished for his lack of foresight and has never since been hired by Ravana Samraat, though it must be said that the Elderfiend fell, or rather plummeted, from the favor of Vornoth not long after this. The entire fiendish race of rakshasas are also known to be unapologetically fearful, to the point of paranoia, of Kaumari returning to finish killing them all off.

Though she wandered the planes for a time, and was annoyed to find herself unwelcome in all of them purely because of her background, Kaumari eventually attracted the attention of Aknor. The god, appreciating skill in all its forms, saw great potential in her and extended an invitation. Kaumari, sensing an opportunity to prove herself to the universe, was quick to accept. Her Panoply, the manifestation of any weapon she might require, is now understood to be a unique Dominion which grants her freedom of movement across both Cogiton and Carcus, and unless directly contested by a Dominion native to it, even the other major planes-- Moloch indeed crafted her too well!

Tanit

Domain: The Crucible, within the Lexor Mountains
Position: Kyreion Strategem
Significant Titles: Herald of Drought, Famine Bringer, She Who Evokes Flame, The Cunning

A Brief Overview

Tanit is perhaps the most successful product of the Crucible, taking to it remarkably well for a native of Cogiton, though even she was unable to last more than eight months. Though she is an adequate soldier, her true area of expertise is in subterfuge and disruptive activity of all kinds, for she saw a vulnerability that could be exploited to far greater effect by a keen mind than by a keen blade.

Even immortal armies, she determined, were in need of supply lines and downtime. If these were targeted properly, the resultant chaos would be as devastating as any ordinary military victory. Of course, protecting against such attacks was just as important as being able to inflict them, so Tanit began to devise stratagems and tactics suited for either side of a campaign.

Her early suggestions were greeted with derision and suspicion alike, especially when they were endorsed by Kaumari-- who, not being of Cogiton, was already familiar with the basic principles that were so alien to them-- but the Keruv Mykael decided to test them out. After all, he had created the Crucible specifically to inspire and encourage new forms of battle, and Tanit was a graduate of that experience.

Over the following centuries, increasingly complex war simulations showed that Tanit had indeed discovered an incredibly potent military tool... though it was technically only new to the rigid and unbending armies of Cogiton. Nevertheless, her techniques are giving the Cogiteans an edge that they previously lacked, no matter how unsavory or unintuitive they may be.

Aine

Domain: Hive Aculeata, within the Pyramids of Order
Position: Independent
Notable Status: Progenitor Sidhe (Vespinae)
Significant Titles: Wasp Empress, Goldeye Lady, She of Much-Gloried Splendor, The Spiteful

A Brief Overview

As with most Archfey beyond the Feywild, Aine is an exile of her native plane, having failed to defend her realm against the presumptuous outcasts of Tal-Allustiel. Once she ruled over vast swathes of Tanis with influence over much of the remainder, in equal measures feared and loved by her peers who ever sought her approval. Her word was once enough to make or break their fortunes, bolstering or stripping them of their connection to the planar energies that made them sovereign in their territories.

Humiliated by her inability to withstand the coup, Aine retreated to Cogiton, seething with rage and plotting revenge as only an elder immortal can. Carefully, so as to avoid expending too much of her remaining power at once, she crafted a new breed of fey to wage terrible and unending war against those who dared to bring her to this position. She is unofficially supported in this brutal effort by Turael, though he does not offer any actual support from his sluagh.

Every so often, she launches frenzied suicide attacks against the Fey Courts which displaced her, taking advantage of the fact that her vespinae are considered native to Cogiton and therefore will simply reconstitute there if killed in the Feywild. Her goal is not actually to overthrow those who usurped her sovereignty, but simply to cause them as much devastation and pain as possible.

Aine and her vespinae are considered pests by the Cogiteans, who object to the fey burrowing into the Pyramids of Order and building their-- admittedly very beautiful in their symmetry-- hives within whenever they manage to breach an exterior. However, since Aine was so cunning as to promise her armies to Neltak should he have need of them, the other natives of the plane can do very little about their presence.



Abyssal wasp swarm by Purple Duck Games. Used under license.

Vespin

The typical vespin is a meticulous, precise, and decidedly vicious creature with no illusions about its station or purpose in life. It is very similar in appearance to a huge iridescent wasp, but with far more dexterous claws that enable it to manipulate a wide variety of tools, and even weapons such as bows. This, combined with their grace and speed whilst airborne, makes a hostile vespin a very dangerous opponent indeed. A vespin will typically seek to use this mobility to its advantage by striking at an enemy repeatedly with the sharp spurs of its rear legs, or more desperately, trying to sting their enemy. The poison of a vespin gives off a scent that not only attracts, but enrages other vespinae in the nearby area, to such an extent that they will fight to the death against any adversary. A single successful sting can easily result in an overwhelming swarm descending upon the most powerful of trespassers. Though they are not especially strong by the standards of many a planar creature, the sheer number of vespinae that can be encountered or drawn in at once has a habit of giving most aggressors pause. Furthermore, since even the most calm and relaxed of vespinae is extremely territorial and violently protective of its hive, many a careless interaction with them can quickly result in bloodshed and tragedy.

The vespinae are perhaps the newest of the fey races, created by Aine the Spiteful to avenge her exile from Tanis by the intruder courts cast out from Faerie. In this regard, the vespinae would excel if only they could reliably reach the Feywild, for their hives are burrowed into the Pyramids of Order within Cogiton, with the consequence that most of the inhabitants of that plane consider them to be pests and are loathe to offer any assistance. Even granting the vespinae passage to Tanis would not end the matter, since the vespinae are considered native to Cogiton themselves, and merely reform there if killed in the Feywild.


Vespin

Small Fey, Lawful Neutral



Armor Class   15 (natural armor)
Hit Points   7 (2d6)
Speed   20 ft., fly 60 ft.



STR  8 (-1)   DEX  15 (+2)   CON  10 (+0)   INT  14 (+2)   WIS  15 (+2)   CHR  10 (+0)



Damage Resistances   poison
Condition Immunities   poisoned
Senses   darkvision 60 ft., passive Perception 12
Languages   Celestial, Vespin
Challenge   1 (200 XP)



Aerial Maneuverability. A flying vespin does not provoke opportunity attacks when it leaves a threatened space.

Combined Arms. Vespinae excel at taking advantage of the chaos of battle to support each other. If three or more vespinae are adjacent to a creature, all vespinae gain advantage on attacks against that creature.

Pheromonal Frenzy. The plaguesap treant deals double damage to objects and structures.

Root. A creature that takes poison damage from a vespin sting gives off a subtle smell that attracts and enrages nearby vespinae. The smell is a sphere with a radius of 250 feet, centered on the injured creature. All vespinae within this area become aware of the creature after 1 round, and can discern its exact location after 3 rounds. Vispanae cannot be charmed or frightened by the creature emitting the smell and are compelled to make every effort to seek out and kill it, even at the potential expense of their own life. The effects of the poison wear off after 10 minutes.

Actions



Multiattack. If flying, the vespin can make two bow attacks agasinst the same target. Alternatively, if flying, the vespin can attack once with its sting and once with its spurs.p>

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Spurs. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.

Sting Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. Once a minute, a vespin may inject poison if they hit with this attack, causing an additional 6 (1d12) poison damage.

Bow. Ranged Weapon Attack: +6 to hit, range 80/120 ft., one target. Hit: 5 (1d6+2) piercing damage.

Reactions



Reflexive Agility If targeted by an attack while flying, a vespin may gain an immediate +2 bonus to its Armor Class as it flits about erratically. On its next turn, its speed is reduced by 10 feet.