Hynsyr heads back to the Spires. His journey to better himself over for now. Now he needs to check on his children to see how they are handling themselves in his absence. He'll also need to catch up on whatever chaos his siblings and their creations have start causing since his journey began.
Hynsyr breaks away from his soul. This time the process is a deliberate retreat rather than an abrupt cessation of the trance. He journeys backwards through the soul path, first trudging through an empty void where the illusion of individuality reasserts itself. He perceives himself as a consciousness rather than a mask, with thoughts and will of his own. Next is the burning sea of power, which he claims as his own vital essence. A spiral staircase forms before him, and when he climbs to the top of it he emerges from his own beating heart. Veins of energy lead him to his mind, where he casts off the utter stillness of meditation. Thoughts rush in, one after another.
One of those thoughts isn't his own. It is a prayer from the Prismatics, sent through the parts of his spirit that rest in Einyar and Yig. Servants of Gral have approached the city. They call themselves the "Steel Consortium" and are led by a metal vulture that bears a close resemblance to the Contractor. The Prismatics denied them entry as a matter of course, but in the absence of a response from Hynsyr they decided to let emissaries from the Golden Web speak with the Consortium outside the city walls. Apparently they gave those emissaries news about the "Godsbane," a superweapon being constructed by the Spiderlings of the Web.
Hynsyr adopts his hundred-armed form as he walks back into the world. It gives him a long stride and an unparalleled view of his surroundings, which makes a little easier to discern changes to the world. The first and most noticeable difference is that the Wetlands have been completely enveloped by a field of yellow grain. A pool of black ooze on the opposite edge of the world has also grown almost as large as a sea. Perhaps most concerningly, Hynsyr notices that creatures of Nothingness are gathered at the boundaries of the world. Most are just demons or Shardforms, but he also glimpses something sinuous with black wings.
((Woo-hoo, so fun it is back, but I still always get 1's ))
"It seems like Dr.Bob isn't intrested in teaching now, never mind, I will try talk to him later"
Try trap the Deer-demons in crystalized ooze, and take all the fragments to the edge of the nothingness ooze outside the darkness of the anti-star
AJAMA: 6 vs. Deer-Demons: 2AJAMA sends mental tendrils carneening outwards, towards reservoirs of ooze it could throw at the Deer-Demons. The first things to be caught in its telekinetic grip are the satellites orbiting its own body. Other parts of its mind go farther afield, towards sludge that it didn't actually intend to use. One grasps the crusted platform, which is now partially-destabilized. Another finds the towering wall of ooze that it used to surround the Glass Tower. AJAMA channels everything towards the Deer-Demons, who are clawing at Fragments now that the trucks have left.
The constructs explode, scattering blobs of ooze in every direction. They become a black wave, and then a viscous flood that buries Demons and Fragments alike. The demiurge compresses a few choice patches of goo until they turn into spheres of jagged crystal. One partially-encased Deer-Demon struggles to free itself, while the other two can only look on helplessly from within their spheres.
When it's clear that they won't escape anytime soon, AJAMA and Apollyon start extracting Fragments from the battlefield. Most are buried under the tide of Black Ooze that the Demiurge conjured up, but their telepathic signatures make them relatively easy to locate. Once everyone is on dry ground, AJAMA leads the group back towards the Anti-Star. The lake of silence ooze has grown into an ocean twice the size of the Wetlands.
((Daily updates sounds good to me!~ It'll let me actually complete my complex godding plans in a timely frame!))
Find a suitable and secluded spot in the wetlands to create a secret garden. Rip up any pesky weeds like omniwheat that cover the area and erect a fence
covered in venomous barbs.
If that doesn't count as its own action, start on my first big project. This may take multiple turns and rolls.
Zeristia conjures up a single large seed, nearly the size of a deerman's fist.
Before planting, she makes sure that it has all the correct traits, as this is a very important and complex project!
Bushfolk:
Motile: Despite being a plant, the Bushfolk moves, walking on eight limbs like a spiderling.
Sapient: The Bushfolk is creative, social, and able to make decisions for itself.
Adaptable: The Bushfolk has a limited about to define its own form, being able to grow its limbs into different forms and configurations for work, defense, or personal choice.
Reproduction: Bushfolk reproduce sexually. Each Bushfolk is able to choose when and if they wish to grow flowers, and can choose between male and female flowers and means of pollination; via wind, physical contact, or help from pollinating animals.
Budding: If one of a Bushfolk's limbs is severed and planted in soil, it will grow independently and eventually become a cloned Bushfolk.
Once the first Bushfolk seed is tweaked to Zeristia's satisfaction, she'll create 255 more for genetic diversity and plant them in 4 rows of 64.
((Daily updates sounds good to me!~ It'll let me actually complete my complex godding plans in a timely frame!))
((I'm also hoping daily updates work out, but maybe I shouldn't have made any promises. :/ ))
1Zeristia journeys towards the Wetlands, which are currently surrounded by dense thickets of Omni-Grain. They grow more thickly than they should, even in places where the rain is little more than a drizzle. The golden weeds become more prevalent as she approaches the Wetlands proper, until they are walls of plant matter twenty feet high. Zeristia navigates them by slipping through narrow tunnels and crawling across riverbeds, where the stalks haven't grown quite so close together. As she continues forwards, even those passages become scarce. They culminate in dead ends where the wheat has woven itself together.
The worm hacks through one tangle of wheat using her fangs. There's a swishing sound as the net comes apart, but the movement also scatters a few seeds. They puff outwards, settle in the riverbed underneath Zeristia, then expand outwards before she can react. New growth fills the crevice and presses in on Zeristia, burying her underneath a golden tide. She can feel the wheat pressing in on her, thickening until it is stiff enough to prevent movement.
Time to climb. Meruem will modify his limbs to have a better sticking to them, and ask his son to do the same.
"JUST GIVE US THE BODIES OF YOUR FALLEN BRETHREN SPIDERS! NO ONE HAS TO GET HURT!" He shouted to the skies.
Meruem: 6 / Meti: 6Meruem's announcement causes a frenzy in the lower regions of the Web. Entire hordes of Spiderlings crawl over the silken threads, moving in hundreds of different directions. Some are skittering towards the thickest strands, which tend to lead upwards. Others scramble to form a defensive perimeter, which mostly entails hanging off the bottom of the Web. They attack any Vespa that draws too close, usually by firing strands of webbing. A few groups of Spiderlings are glowing with magical power. Meruem can see them weaving strands of Aether into protective spells.
The Spawner secretes mutagenic chemicals within his arms. Parts of his exoskeleton bulge to accommodate new glands and pores, designed to cover his hands and forearms with a powerful adhesive. The new modification allows him to climb up the strand with astonishing speed. He almost reaches the Spiderling army before noticing that the mutations haven't stopped. Long, sharp hooks burst from the ends of Meruem's fingers. They embed themselves in the silk, allowing him to create handholds where there are none. His elbow joints warp until they are flexible enough to bend backwards.
Meti's body warps chaotically as he follows Meruem. His flesh bubbles, transforming piece by piece into an entirely different shape. His legs all turn into tarantula limbs. One arm twists until it looks like the hook of a preying mantis, while the other becomes covered a thick carapace reminiscent of an armored beetle. The Firsborn's new torso and head look like something related to an ant, though it's impossible to be sure. Only his eyes remain the same.
The fact that it seeks an ally means that it has an enemy in mind. Ask the Sun what are it's intentions, because if it continues going like this, it will only find more enemies. Did I ask to have my body transformed like this? If you want to give your power so much, don't go forcibly shoving it on other people's faces.
Ask again. What does the Sun need an ally for? What is its goal? Because I also have a goal, and I also need an ally for it.
The Sun apologizes that its power disturbed Aton so. It casually withdraws its energies from his body, causing the transformation which took hold of him to reverse itself. The patches of gold and ivory that had been enveloping Aton fade away, and the miniature star hanging over his head coalesces into a familiar golden disk. The Herder feels unsteady once the sunlight vanishes, as if his legs are a little bit weaker than they were before, but at the same time it is slightly freeing to be rid of the Sun's oppressive heat.
Rays of sunlight sweep across his face, and the Armor continues speaking. This time the Sun sounds as if it is talking from a great distance, although its voice still rumbles like thunder. It tells Aton that it wishes to illuminate the world, from the sky to the boundless depths of the sand. If the bull accepts its power, he may spread light howsoever he likes. The sun does not care if its radiance nourishes life or melts the earth.
Oversee work of my legion and order of strands on building multiple light focusing prisms capable of blasting apart with light rays targets within reach of the great web, but effective range not reaching silken nest or sand fortress, crew them with sentinels
Amon: 3 & Sentinels: 5 & Order of Strands: 2Amon splits his Sentinel Legion into a number of smaller groups. One squad gathers massive quantities of sand, which is then smelted using Woven fire and heat. Another uses purification, destructive Weavings, and basins of acid to remove impurities from the glass, which Spiderlings from the Order of Strands then shape into prisms. At one point there is a mishap with the spells, which pauses work for several hours and taints one of the prisms with unstable magic. Amon has a third division lower it down into the sand, where it won't hurt anyone if it explodes.
Even while Amon is occupied elsewhere, the Sentinel legions act as a well-oiled machine. The squads complete their tasks with military precision, then use the telekinetic enchantments on their armor to haul each finished prism into place. About half of the lenses are in place by the time the first production cycle is complete. The weapon can already fire, and even has enough power behind it to char whatever it's aimed at, but it doesn't yet have the full power of the Godsbane.
Ira feels satisfied that she's killed more of the sand remnants; however, it also gives her a bitter reminder of her only defeat. The woven together parts of her body ache from exertion, they're a parting gift from the Archdemon, another one of the sands remnants. Ira resolves to finally get revenge. Ira digs herself up to the surface and tries to rest again to heal herself in order to get ready to fight the Archdemon.
5Ira tunnels upwards. She moves carefully as she ascends through the darkness, so that she can remain alert to the shifting of the earth. Aside from her own movements, which produce a gentle scratching sound as sand scrapes against her hide, there is nothing out of the ordinary. If there are any more Remnants lurking underneath the world, they have hidden themselves thoroughly. None make movements blatant enough to give away their position, nor do any try to ambush the sandworm as she digs her way to the surface.
She reaches the border of the sand, where is intersects the atmosphere, and throws herself up into the light and the air. Ira breaches with enough force to throw up clouds of dust and grit, which disperse in about the same amount of time it takes her to locate a suitable resting-place. She curls up in a small valley, surrounded on all sides by slightly larger dunes. Ira allows her mind to wander, but this time she does not slip into unconsciousness. Instead she focuses on the Archdemon, the only creature of the sand to have bested her. She nurses thoughts of revenge while the burns on her back slowly fade away.
"We're gonna make a new home far away form any of the evil things in this world."
Keep driving further away form the tower don't stop until we can't see the stars anymore.
((How many of the trucks and trailers got finished and did they get loaded with anything?))
5Dr. Bob drives his bus out into the desert. He does his best to concentrate on the dunes ahead of him, even when Deer-Men start shouting about an explosion of black goop back at the tower. Sandy shapes gather at the edges of his vision, and he isn't sure whether they're dust clouds or demons or hallucinations. There's at least one actual demon visible from the windshield, straight ahead of him, so for safety's sake Bob decides to step on the gas. The bus careens forwards at two-fifty or three hundred miles per hour, fast enough to make the shapes disappear behind him.
He drives until he reaches the edge of the world, where obsidian creatures creep across the ground, then continues outwards into the empty sands. The two supply trucks follow closely behind him, until even the sun and stars are nothing but specks in the distance. Bob continues driving until he can't see them anymore, then keeps going a little while longer for good measure. The wasteland outside the world is more barren than a desert and darker than night. It's impossible to see anything outside the window, so Dr. Bob crashes into sand dunes several times before finally deciding that he's far enough away.
The group tentatively disembarks. Dr. Bob is reminded of his first few moments of consciousness, before Gyaweft put stars in the sky. It takes a few moments to realize he may have inherited that duty. The Deer-Men are terrified of the complete darkness they've found themselves in, perhaps rightly so. Bob can still perceive the faint outlines of shapes, if he squints, but he reminds them not to wander too far.
Continue the education, pushing the Groundlings to integrate more with the rest of the Consortium. Simultaneously, refine drone designs.
East: 5
Steelspinners: 6East opens lines of communication between the Life Machine and the rest of the Consortium, then urges the Groundlings to venture out into the world. Most head to nearby Scrap-Ranches, where they work with Steel Grubs or transport materials from place to place. More adventurous individuals make the longer journey to the Bone Fortress. Insights from the Buzzards help them refine their Earth-Magic techniques, which are integrated into something resembling a martial art. Their skills revolve primarily around defense, so that they can take advantage of their ability to form earthen armor.
The Steelspinners produce another series of Drones. They rebuild the machines' mental programming from the ground up, seeding them with actual Aetheric Intelligences rather than having them rely upon predetermined processes. When they're brought out to the Wetlands, the AI drones become whirlwinds of flashing blades. They scythe through entire thickets of wheat in quick succession, even faster than the fields can regrow. After several minutes, one of their blades catches on something hard. The Drone bashes right through it. Fragments of a Shattered SHardform fly in every direction.
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.
As of right now, it apparently takes me around two days to complete a turn.
I'm going to try experimenting a bit with my scheduling, to see if I can make things go any faster. Tricky with nineish players, but probably not impossible.
In any case, thank you for your patience.