O is for Omoikane

In the A to Z  Challenge I will be describing parts of my fictional world I am starting to use for Roleplaying games. Most of this information is not known by my players, not to hide it from them, but because I think tons about a location that I won’t force them to sit through during gaming sessions.

The Omoikane

OmoikaneIn the Lands of the Violet Bellflower there are organizations that are not just governments. Among these the Order of Bamboo is almost rivaled by the Omoikane. Both the name of the organization and the name of its leader are the same. In fact you could say it is a cult of personality, a person who has for some reason never died. The exact age of Omoikane is unknown, though she obviously predated the organization that bears her name. The Organization itself is over three centuries old, and is based in the Land of the Great Tree.

Governance: The Organization is a dictatorship of sorts, as all core direction and leadership is provided by the Omoikane and her counselors, the Onmyoji.

Purpose: Omoikane, she desires something that was trapped, and cannot figure out how to retrieve it. Most know she is looking for something taken from her, but only rumours abound as to what it might be.

Goals: Gather information, artifacts and arcane knowledge of all kinds.

Symbols/Iconography: The round logo of mysteries within mysteries. The amber droplet in silver filigree, is another symbol that represents the archive.

Locations: The capital city of Omoikane, in which resides the great tree headquarters of the Omoikane and the residence of the Omoikane. Given that everything has taken her name, the locals usually refer to it as The City, The Group, and Omoikane when referring to her holiness herself.

They also have research posts, libraries and agents around the continent and beyond. One large facility is held in the port city of Jutohin as it has the most trade and access to transportation in the Land of the Great Tree.

Agents: The Omoikane believe in self motivated, self-directed agents and applies a light hand in affairs of its agents unless required. They often desire knowledge and promote education and research, as the Omoikane strongly recruit those who do. Their archaeology and dungeoneering expertise is legendary as they search for lost artifacts.

Common Agent Backgrounds and Classes: Guild Artisans, Sage and Agents of the Omoikane.  Druids, Clerics of the Knowledge domain, Wizards, Warlocks, Rangers and Rouges.

Things: The Sanctum of the Great Tree is the main base of the Omoikane. They also use unique amber droplet shaped ornaments that are capable of storing recordings of memories of images sounds and smells.

Agents of the Omoikane (5e Dungeons and Dragons Background)

Proficiencies: Arcana, History, Rappelling gear

Equipment: An Explorers kit, a notebook, quill and ink vial, 20 gp, explorer’s outfit, a droplet shaped ear-ring of amber.

Bonds, Ties etc: as Sage in the Players Handbook

Contacts and Cyphers: You are skilled at finding a contact in any major town or city and capable of sending messages to allies through them in a secure fashion by using the cyphers and codes of the omoikane.


Ear-Ring of Omoikane

This amber ear-ring allows the recording of up three hours of audio, either in whole or in part when the user speaks the words “Amber Record of the Tree hear me now”, and can be ended by saying “So let it be recorded in the great record”. It can then be played back by uttering the phrase, “Let the amber record be known”. There is no way to fast forward, rewind, delete or otherwise modify the record once recorded or playback started.

Edit: Influences include the Animes of Nadesco and Tenchi, and some japanese mythology.


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