Pop up to that arachnal conference and tell the cute spiderlings that giant superweapons are bad and lame and they had better not pervert the glorious sun's energies in this way or I'll beatchu up.
Then leave a pretty flower and scram.
A delicate little white flower. When given water and sunlight it sings a gentle song that puts one's mind at ease and can help heal sickness or injury.
We dont even want to mess with your own sun, we hav artificial stars of our own for this purpose.
Parun, this world respects only strength, and there are already disgusting creatures willing to put end to our species existance or to enslave us in chains of false worship, unless we will have strong enough mean of protecting ourself we will just be extinguished.
Have final vote and end the council meeting.
Speak to the web delegates, also try to figure out, if Sekhmet and Erkhar made it(also, was not Erkhar supposed to be transported to bonefortress for recovery after that battle with sand)
Delegates of the web, I want to inform you, that this weapon is not in any way intended to be used against silken nest or bonefortress, since you are equal part of our race, and it is going to provide safety to bonefortress and silken web,aswell.
As for the trade, I am afraid, that if the great council would not posess such strength in its disposal, quite many would rather prefer to just take all your precious steel goods from you with force then to trade, implementation of this defensive system is quite likely to grant us peace and actually increase the trade.
As for the cost, it should not be that great, as majority of energy collectors, focus lenses and aiming prisms are made from glass, any weaver worth his silk can create glass by heating up the sand, and this whole damn world below is literally made from sand.
Parun and Unnamed one, until other primelings recover, and we dont know, if they would even recover from such horrific burns, there are just 3 of us and three legions to protect fate of our species, I hope, that you understand that situation is too dire to be solved with just words, in this same moment, as we speak, whole hostile species of maggots breed constantly willing to consume all we fought for.
Zeristia: 4While Amon's proposal has already been delivered, the High Council has yet to call a vote. Instead, the assembled delegates break into a series of smaller gatherings and cliques. Deals are made and speeches are delivered in private as various factions try to push for or against the Godsbane. Speakers from the tribes verbally joust with one another, but for the most part they make little progress. The real power lies with the immortals, who are pursuing their own agendas. Amon calls for a meeting of the three healthy Primelings and makes his case directly to Parun. The other demigod shifts uncomfortably.
"Are we really in danger, Amon? The maggots have been content to stay in their swamp, and creatures of Nothingness no longer dare to approach the Web. But building this weapon could turn the world against us. Why should we risk aggression from the Ironwinged, or give primordials a reason to become involved?The unnamed Primeling remains silent. Its eyes are fixed directly on the other spiders, but the rest of its body language is entirely blank.
When it becomes clear that his siblings won't vote for the Godsbane, Amon turns to the rest of the Council. He addresses a speech to each major faction within the Web, addressing their concerns and offering further arguments in support of his plan. The Ironwinged actually take offense, which mostly prevents the Dustwalkers from changing their own position. Conversely, the Scarred tentatively come out in favor of the Godsbane, and the Spiderlings of the Web become more firm in their support. After Amon's reassurances, both groups now believe that the plan is feasible.
Just as the Council is about to reconvene, a being made from soil and moss appears in the center of the gathering. Zeristia momentarily takes a place at the pulpit. She says a few words to the delegates, who seem spooked by her appearance, then drops back down to the sand. In her place is a single white flower, planted directly in the center of the Council. Its petals produce a few notes of music as they rustle in the wind.
Voting goes forwards as planned, in spite of the interruption. The Order of Strands, the Scarred, and the Spiderlings of the Web all vote in favor of the Godsbane, the Ironwinged and Dustwalkers oppose it, and the Primelings abstain. Some delegates from Amon's coalition express concerns to him privately, mostly in regards to opposition from primordials, but his proposal still passes by one vote.
Go hunt for a Spider demigod alongside Meti to make an Earth Vespa out off, take the Fire Vespa along too, they will be useful in destroying it's webs.
3Mereum gathers his offspring and leads them back into the center of the world. Chitin clicks as they advance, followed by buzzing and crackling sounds once Fire Vespas take to the air. If not for their black bodies, which are starkly visible in the daylight, Meruem could have easily mistaken them for stars. The bulbs on their back flicker with just as much intensity, despite the overall difference in size. Occasionally a curl of fire will even leak out, scorching the air or turning a few particles of sand to glass.
The swarm advances towards the place where Nazir died. The battlefield is abandoned now, but the Spiderling armies left a trail when they retreated back to the Great Web. Meruem follows it to a giant strand of silk, which stretches from the ground to the upper reaches of the sky. It leads toward the center of Spiderling civilization, and by extension to the ten Primelings. Seven of those ten will already be injured, if not dead. They should make for easy hunting.
I want to make things clear for this Sun: I am a god, and it's creator. Therefore, I should be the one illuminating it, not the other way around. Was it not created by my own power? The radiance the Sun has is my very own, for I am it's father. Does it really think that because it's above in the skies, it can treat me as if I was its equal?
Tell the Sun to stop being so hasty and forceful, and calm it down. I granted it form and thought. Is that not enough? Once the Sun has been calmed down, ask it to clarify what does it mean by "linking".
3Aton shakes off the sunlight that is bombarding him. The sun's echoing message fades to mere background noise, giving him the opportunity to shout words of his own back at the Armor. His voice reverberates through the atmosphere until it reaches the Sun and stars. Their fires flicker for a moment as they consider his request, then flare even brighter. More patches of gold spread across the Herder's fur, this time originating in seemingly random parts of his body. One of his hooves turns the same brilliant white as his horns.
Instead of speaking in words, the Sun places jumbled images directly into Aton's mind. First is a sense of loss, divorced from the context which would make it comprehensible. The Smelter's Plate remembers being part of a whole, long before Zeristia placed it in the sky, but it does not remember who it was. Afterwards there is another figure, made out of obsidian rather than Essence, which transforms the Armor into a raging inferno. Aton sees shadows of a familiar black fire. Death comes, then rebirth. Light blossoms outwards.
It shines on a horned creature that has left itself open to the sand and the sky. That creature bolsters the Sun, and in doing so it stirs up strange energies. A dead god rises from within the armor, given shape by the ashes of a soul. A supernova awakens as a newborn, with vague memories of what came before. It flows into the world, towards pieces of glass and creatures like Aton, and tries to fill them with its power. Weak things burn away. The rest are transformed, connected to the Sun in a way that allows them to draw upon its golden radiance.
The sun does not know whether it is Aton's equal, or why that would matter. It seeks an ally upon the sands.
take ooze from the wall and solidify/crystalize it around the deer demons
"Damn it, I liked those shoes."
Jump out a window into the moat, then get everyone into the bus provide cover fire with that glass gun I made if needed, then drive out of there.
AJAMA: 1 & Apollyon: 3 vs. Deer-Demons: 2
Dr. Bob: 3 , 4Dr. Bob stumbles back down the stairs. The carpet of mushrooms is still burning, and by now the floor itself is hot enough to burn his bare feet. There are also giant bees circling through the air, each one buzzing in a thousand indecipherable tongues. They form a circle around Bob and try to keep him from escaping, but he realizes that he has no choice. The doctor charges straight through the swarm, as if it isn't even there, and leaps out a hole in the wall of the Tower.
He plummets downwards, towards the base of the building. He can already see that he's going to overshoot the moat, so he does his best to angle himself back towards the water. The rest of the fall seems to take an eternity. He can hear voices shouting at him from within his own skull. Familiar, bloody messages rain down from the sky. One informs Dr. Bob that he doesn't exist. He even believes it for a moment, until he finally hits the moat. The resulting pain seems real enough.
Deer-Men drag him towards the bus. He sees black ooze splatter across the sand as one Deer-Demon finally breaks through the wall. AJAMA swings a crystalline ball of ooze at it, but it is already too late. The demon dodges, breaking one of its own legs in the process, then tries to drag itself over to the bus while the bone heals. Apollyon slows the creature down by covering it in a glob of non-ooze.
There is no time to waste. Dr. Bob hyperventilates to clear some of the hallucinogens from his system, then takes the wheel of the bus. He drives away from the tower, directly towards the wall of Ooze, and splashes through to the other side. The other trucks follow him in rapid succession, and together the group of Deer-Men accelerate out into the desert. The sounds of battle grow faint behind them.
Hynsyr now understanding the fragility of his Identity reaches once again into his Soul. He attempts to imprint his current Identity into his Soul so that even once his current Self is dead his future incarnations will inherit the memories and will of his present Self. He shall impart the order of the Cycle into his very Soul for death is not the breaking of the Self but a continuation. The past Self becomes the present Self and the present Self becomes the future Self in an unbroken cycle of Being. Through this Hynsyr will reach Eternity. His consciousness and memories passing on forever in never ending incarnations. For Hynsyr is the Soul and the Soul is Hynsyr and the Soul is both his Past and Future incarnations so therefore Hynsyr is also his Past and Future Selves as well. Time becoming meaningless in the Infinite Being of Nothing and Reality and Soul.
6Hynsyr follow the old, familiar path through his being. First is the stillness of the mind. He brushes away nuisances like thought and sensation, so that he can focus entirely on his own soul. Something strange brushes up against his mind as he prepares to enter the trance state. It comes to him through his connections to Einyar and Yig rather than his own mind. The discontinuity puzzles him in a vague, unconcerned sort of way, but he sinks deeper into meditation before he can process it. Golden essence surrounds him. Hynsyr dives towards his heart, where the power is at its strongest, but this time he is too powerful to be burnt. The luminous sea parts before him, allowing him access to the inner sanctum of the soul.
He reaches through the void and brushes up against his self. Hynsyr struggles to remember his purpose as he experiences eternity. It is stronger now, reinforced by his prior experiences in this place, but the soul does not wish to cooperate. It is something flawless, abstract, and indestructible. It cannot be altered, even being a being which springs from its own will. The being recognizes the impossibility. It presses on anyway. Hynsyr draws streams of essence down into the soul, and fashions them into golden chains. They float above the flawless thing, bonded to it, disconnected from Hysyr's body. They are not eternal like the soul itself, but they will cling to it once it departs. Perhaps that will be enough.
"Calm down, Worm. I doubt he'll want to go after a gardener."
East is to continue teaching the Groundlings to the best of their ability, letting them eventually begin to make their own achievements.
Have these new SteelSpinners construct a set of automatons purpose-built for harvesting the Omni-grain fields.
East: 5
Steelspinners: 2+1The Merchant of the East continues to pass its knowledge on to the Groundlings. Now that they've formed their society and learned their own magical techniques, it focuses on knowledge of the outside world. Its charges have never ventured outside the patch of soil created by the Life Machine, and so that have no understanding of the things which await them out in the sands. East begins by telling them about other mortal species. They already know about Ironwinged, who visit the Machine regularly, but they are surprised by the existence of other Spiderlings and shocked when the Merchant warns them about demons.
The Steelweavers produce spider-like automatons with legs that resemble scythes. Aetheric weavings are used to make them move, and to program them with simple instructions. Teams of Winged porters carry them down to the Wetlands, where the constructs are immediately put to work. They charge directly into the masses of Omni-Grain, using their limbs to carve away at the outermost layer of vegetation. The Drone bodies themselves are highly effective, but their pathfinding leaves much to be desired. Several are lost when they catapult themselves out into the depths of the grain, which quickly buries them or tears them apart.
Ira opens her maw as large as she can and fires a large beam of nothingness at the sand remnants.
5 v 5Ira opens her mouth. A trickle of dust passes between her lips. For a moment she thinks that it's just dead sand, propelled by pressure rather than intent. Then it congeals into a glob halfway down her throat, forcing her to spend precious moments coughing it back up. Other, larger sand-creatures are approaching her all the while, forcing her to retreat backwards through the earth. She opens her mouth wider, until her jaw can move no further, and then focuses on the blood rushing through her body. Ira follows veins and capillaries to her chest, where the Absent Heart is hammering against her ribcage.
She draws upon its power. Nothingness floods outwards through her body. It washes through her organs and gollects in her intestines, as a kind of concentrated plasma. The energy boils up her stomach and through her windpipe. It emerges from her mouth as a furious black beam that lances through the earth. Living sand crumbles and groans as portions of its mass are annihilated. They move backwards, as if to run, but Ira sweeps her head from side to side. The beam moves with it, arcing across each remnant of the Living World.
Ashe gets buried within a thousand tons of plant matter, losing consciousness.
Ashe stares blankly out into the distance. Just moments ago the Wetlands were filled with rushing rivers and lakes of pure water, but now the entire landscape has been overtaken by golden wheat. It grows explosively, from every available surface. Seed pods have taken root on riverbanks, underneath sand dunes, and even in the lakebed beneath her feet. The plants are tossing her around, but for some reason she doesn't feel inclined to escape them. Her mind retreats into itself, so a place deep within her soul. As it does so, her surroundings begin to blur.
Smaller stalks weave themselves through the old growth. A few of them grow around Ashe's limbs as well, tangling her up. She doesn't notice when they restrict her movement, or even when a few errant fronts block her view of the sun. The vegetation thickens until it blocks out the light, then becomes dense enough to bury her alive. She simply keeps staring out into space, oblivious to the tomb of plant matter that surrounds her.
Dr. Bob, the Unmoved Mover
-Regent of the Tower
-Spidersilk net.
-Improvised glass tools.
-Glass automaton
-Perpetual-motion bus
-Vial of Einyar
-Red Liquor
--------------------------------
Kūhaku, the Mirror
-Catatonia
-Rain-Maker
--------------------------------
Ira, the World-Eater
-Empty
-Woven together
-Debt: Gral: Two Favors Owed
-Minor burns
--------------------------------
Gral, the Contractor
-Contract: Winged Spiderlings
-Contract: Ira: Two Favors
-Pinion Blades
--------------------------------
AJAMA, the Demiurge
-Ooze-born Body
-Ooze-born Spheres
-Sphere of Darkness
--------------------------------
Hynsyr, the Titan
-Transcendent
-Hundred Armed Form
-Edge of Infinity
-Spearmaster
-1000 spears of light
--------------------------------
Ashe, the Collector
-Brass feathers (underwater).
-Glass trinkets
--------------------------------
Meruem, the Spawner
-Flawed essence bladder
-Infused with Nothingness
-Firstborn
--------------------------------
Aton, the Herder
-Radiant
--------------------------------
Zeristia, the Gardener
--------------------------------
Amon
Bestiary:
Demons: Crude imitations of the primordials made from sand and absence.
--Obsidian Archdemon: An obsidian dragon crafted by the Empty itself. It was granted the power to manipulate nothingness.
Fragments of Emptiness: Spirits made from the scattered pieces of ALTHERTH. They were driven out of the sand when Ira consumed the absent heart.
Apollyon: A Fragment which usurped AJAMA’s original body and converted it into Nothingness.
--Absent Ooze: A Nonexistent strain of Black Ooze that Apollyon can produce. Other Fragments often use it to create makeshift bodies.
Shardforms: Obsidian creatures which absorbed the Empty's already-incomplete consciousness. The broken pieces of ALTERTH's identity they possess give them animalistic intelligence.
--Awakened Shardforms: A herd of Sharforms who were granted sapience by Gral. They’ve agreed to provide the Silken Nest with raw materials in return for goods.
Steel Maggots: Metallic larvae which Gral accidentally created while trying to make avian Emissaries. After they were pulled off of the vulture, few escaped into the desert, where they accepted Gral's peace terms and moved into the shifting bog.
Steel Grubs: Steel maggots that have been bound with Pact-collars and transformed into livestock. They have grown larger than their sapient kin, but are unintelligent and largely peaceful.
Brass Buzzards: Brass birds crafted from Gral's feathers. They are infused with the pain it felt while creating them.
Spiderlings: A race of intelligent spiders which can live on light. They cover both the stars and the great web.
--Dustwalkers: A Spiderling subspecies which can feed on sand as well as light. They live on the sand and fight an asymmetrical war against it for survival.
--Ironwinged: Defeated Spiderlings who made a deal with Gral. They received wings in exchange for service, and have built a nest on one of the new stars. They were later granted the ability to weave metal.
--Ancestors: Aetherweavers who have achieved immortality by becoming spirits bound to the great web. They are incorporeal, and their astral bodies make it easier for them to manipulate aether.
--Scarred Spiderlings: Spiderlings who have gained great strength and endurance because of their mistreatment by the Brass Buzzards. They built a market but have mixed feelings about Gral and his servants.
--Sentinels: A army of biologically and magically augmented Spiderlings, created by elite Aetherweavers with Nazir's guidance. They serve the Spider Demigods, and stand ready to protect the Web alongside them.
Primelings: Ten entities created by Nazir and a group of the most powerful Aetherweavers. They watch over the Web in Nazir's stead, but are weakened by flaws in their weaving.
--Ekhor: A proud warrior who wears a larger variant of Sentinel Plate. He was nearly killed in the War of Sands.
--Sekhmet: A Primeling with flaws in the Weavings that form her mind. Despite being a brilliant tactician, her behavior is consistently very odd.
Merchants: Four steel vultures made from Gral’s essence. They are capable of using the Bargain.
Lightfolk: A species of humanoid mortals born from Hynsyr's golden light. Their powers of creation threaten to overwhelm their bodies, causing their inner light to warp chaotically. Many have begun to train so that they can gain more control over this ability.
--Prismatics: Seven lightfolk which glow brighter than the rest. They were hewn from the rainbow light of Hynsyr's eyes.
Deer-Men: A humanoid race with the heads of deer. Dr. Bob originally crafted them from the silk of Nazir's web. They were granted superior dexterity through a contract with Gral.
Three-Headed Worm: A juvenile sandworm created by Ira to serve the Dustwalkers.
Crops: Hemp, potato, corn, and bean plants created by Dr. Bob.
Suspicious Mushrooms: Mushrooms that sprouted in the Glass Tower after Dr. Bob’s disastrous attempts at brewing alcohol. They spawn clouds of hallucinogenic spores.
Fish: A school of colorful fish that swam straight out of Ashe’s dream. They wander through the rivers and lakes of the Wetlands.
Omni-Grain: A type of wheat designed to provide nourishment to every species. It grows explosively in the vitality-rich water of the Wetlands.
Deer Demons: Three deer-men whose bodies and minds were twisted by a botched healing. They have an unnaturally fast healing factor and limited control over other aspects of their physiology.
Atlas:
The Living Sands: ALTERTH once awakened the desert and allowed it to consume him. For a time his creation was infinite, but now most of the sand has died. The few surviving pieces are a shadow of what they once were.
The Stars: Glass spheres filled with fire. Gyaweft created them and threw them into the air to illuminate the world.
--New Stars: A second set that isn't accessible through the Great Web. Fortunately, that means they can't be blotted out by Spiderlings.
--Negative Star: A black sphere which radiates darkness, created by AJAMA after Gyaweft's death.
Nazir's Web: A giant web that begins in the desert and reaches up towards the stars.
--Silken Nest: A new star that the winged spiderlings have claimed as a nest. It can only be reached by gliding or descending on strands of silk.
--Tapestries: Libraries of spells and other knotwork which have been woven together and hung from the great web. Some have begun to collect aetheric cobwebs.
--Market of Scars: A grand market built by the Scarred Spiderlings in exchange for their resilience. The Ironwinged sell metal equipment there.
Shifting Bog: A large pool of mud drawn from the sand by Kuhaku. When the sand was alive, islands in the bog constantly formed and dissolved. It has been tainted with Nazir's venom.
Glass Tower: A tower made of glass, raised from the sands by Gyaweft. It extends upwards through the web, tall enough that its upper floors reach the stars.
--Moat: The Tower is surrounded by a lake. Only one thin bridge connects it to the rest of the sand.
--Sandcastles: A series of elaborate sandcastles built around the moat. They were crafted so masterfully that they won’t dissolve in rain. Ashe later added an incredibly detailed sand city of her own.
--Garden: An irrigated garden containing several different types of crops.
--Laboratory: A room furnished with chemistry equipment and various glass containers.
Light Spires: A glowing city made by the Lightfolk using their creation magic.
--Temple of Yig: A golden temple which houses Yig, the First Tribute. It is an intricately-carved cathedral with walls made from an aurora.
Einyar: A sea of golden light drawn from Hynsyr's aura. It preserves the spirits of the Lightfolk after death, so that the cycle may advance.
Bone Fortress: A giant tree grown from one of Ira's teeth, and given to the Dustwalkers as a gift. It has become a large fortress.
Glass Crater: When Gyaweft flew his Sunship into the ground, it melted a wide swathe of the sand into glass. Fiery essence spilled from the ship still burns here, and sealed fault lines radiate from the impact site.
--Smelter's Grave: The center of the crater. Gyaweft's corpse lies here, alongside the molten remains of his Sunship.
Wetlands: Areas of the sand and the Great Web which Kuhaku continuously showers with water. The rain is heavy enough to form rivers and lakes.
--Abandoned Nests: A nesting ground that was briefly occupied by the Brass Buzzards. It is strewn with metal feathers and bloody talon-prints.
Canal: A shallow canal that Ira dug to fulfill one of her favors to Gral. It was meant to channel water from the Wetlands to various other parts of the world, but it overflowed and flooded the Glass Tower instead.
Knowledge:
Knot-Writing: A written language Nazir formulated so that Aetherweavers could record their spells. It involves weaving complex knots into silk, and therefore comes intuitively to Spiderlings but is almost impossible for anyone else to comprehend.
Bargainer's Tongue: A simplified version of knot-script which can be etched into a flat surface rather than woven into silk. It is comprehensible to non-Spiderlings, but not as intuitive.
English: A written script based on twenty-six letters and a few punctuation symbols. It was introduced by Dr. Bob and is primarily used by the Deer-Men.
Metalworking: Blacksmithing techniques that are typically available to the Ironwinged. They can be used to weave metal objects.
Aetherweaving: A magical discipline which involves spinning spiritual webs. It was taught to the Spiderlings by Nazir and is available to the Tribes, the Primelings, and any other arachnid capable of making silk.
Lightforging: Creation magic unique to the Lightfolk. It is a powerful but chaotic ability which can be used to make solid-light constructs out of one's own aura. More advanced techniques allow practitioners to create complex materials such as metal or wood.
Eight-Talon Way: A powerful martial art created by the Brass Buzzards. It is purely offensive in nature, but consists of strikes so lethal that defense isn’t usually necessary.
Agriculture: Farming is only feasible in the wetlands, but plants watered by Kuhaku’s rain grow quickly. The Deer-Men have been taught to cultivate and use several kinds of crops.
Prayer: A technique which allows Lightfolk to tap into their connections with Yig and Einyar. The Prismatics have learned how to use it to communicate with Hynsyr.
Photosynthesis Enchantments: A personal enhancement Weaving developed by the Ironwinged. It increases the amount of energy that Spiderlings can absorb from light.
Platonic Glyphs: Symbols that telepathically insert concepts into the reader’s mind. Writing with them requires some form of magical power, but they can be understood by anyone willing to endure mental strain.
The Inheritance: A magical message that Nazir sent to his children from beyond the veil. It included incomplete blueprints for several different marvels of Aetheric technology.
Items:
Seven Rainbow Spears: Weapons Hynsyr forged from a rogue splinter of his soul and gave to the Prismatics. They amplify their wielders' magic immensely, and provide slightly more control over their powers of creation.
Black Ooze: A patch of black goo created by AJAMA which can grow by absorbing sand. A column of ooze goes deep beneath the earth, where it breached a reservoir of Emptiness.
--Chaos Ooze: Blobs of ooze which have accidentally been made to assimilate a variety of substances and concepts. They were later sealed away.
--Silence Ooze: A strain of chaos ooze that can feed on silence. AJAMA transplanted some of it to the empty desert, where it has grown rapidly.
--Crusted Ooze: Semisolid ooze variants which have been hardened by intense pressure. They take slightly longer to grow as a result of their density.
Pact-Arms: Metal weapons, armor, and tools which can compel their wielders to carry out tasks for the Winged Spiderlings. Most are in the possession of Spiderlings on the Web.
Tribute Tokens: A currency minted by the Ironwinged and infused with the power of the Bargain. They see light use in the Great Web but are not considered especially valuable, so most of the economy still relies upon bartering.
Sentinel Plate: Magical armor developed for use by the Sentinels. It can drain the force of attacks and release it in the form of telekinetic blasts.
Life Machine: A machitech device that can be used to shunt vitality from one area to another. Additional upgrades gave it the ability to drain life from sand, which a Merchant used to create a patch of fertile soil around the machine.
Smelter’s Plate: A suit of metal armor that was once part of Gyaweft’s body. After his death, it was claimed by a Shardform called Awake.
Dawn Axehead: An axehead that Gywaeft made from the remains of his Sunship. It was meant to split the world into pieces, but the Smelter bled out before he could complete the shaft.
Factions:
Spiderling Tribes: Prominent groups of Spiderlings, mostly organized by subspecies. The are scattered across the Web, the stars, and the sand.
--Order of Strands: The first Spiderlings to learn the art of Aetherweaving. Many have strained their minds and bodies to hone their abilities, making them feeble despite their mystical strength.
High Council of the Web: The governing body of the Great Web. It consists of delegates from each of the tribes, as well as one Primeling. Most meetings take place in Nazir's nest at the top of the Web.
Lifeweavers: A group of Ancestors who helped Nazir create the Primelings and Sentinels.
Warpriests: A Lightfolk religious order which protects Einyar, the Temple of Yig, and the Light Spires themselves.
Ministry of Light: Civil servants appointed by Hynsyr to oversee the Light Spires. The seven Prismatics were installed as founding members.
Scrap-Ranches: Homesteads manned by Ironwinged and awakened Shardforms. They produce metal by farming Steel Grubs and shearing excess material off of their body.
The Lost: Fragments of Nothingness that chose to follow AJAMA rather than the Archdemon. Their new purpose is to create, collect, and preserve knowledge.
Sorry about the (very long, very unplanned) hiatus. I considered starting a new game instead, since this feels a lot like a necropost, but we'll see how it goes.
I'm planning to try daily updates again. That might be difficult depending on player numbers, but I think it helps me keep turns consistent. If all else fails my schedule will probably default to two or three days per turn.
PMs will be processed sometime tonight.