Firmament 1203, 0705, 0612 — Spiderweb-Goddesses
Back before they were coherent beings, they crawled through a crack in
the firmament and hung from the sky as clouds. Watching the Earth below
they mimicked what they saw. The moment of individuation came when
mimicking a spiderweb: the gossamer strands came easily to them, but it
took greater effort to produce the things that scuttled upon them and
became tangled within them. They allowed these scuttling things to pull
them apart and rearrange them, and realized one day that several pieces
of them were no longer touching.
At first they panicked, but then came a realization: with this
separation came the novelty of admiring and being admired. They took
names, a quaint habit of some beings they liked to watch, and suspended
themselves from the best anchor points they could find in the sky. Of
their substance they built spider-like bodies with which to visit each
other, play at conversing with visitors, and experiment in various modes
of love, pleasure, and affection, before returning to the web-self to
store those experiences.
In recent centuries quarrels real and imagined have arisen between them,
and they find themselves at odds — though it is thought, perhaps hoped,
that this is simply a novel experience to be entertained and left behind
for something new in the future.
Spiderweb-Goddess
Level 9 Dwellers in the Deep
Armor 19, Hit Die 1d8, Morale +1, Numbers 1, Size Huge (Emissary-Body),
Speed 8, Surprise 0.
Cha 14, Dex 10, Fer 12, Hth 4, Int 18, Wil 10
2 leg-claw attacks, 1 bite attack, or one spell per round. May cast 1
spell in addition to other attacks on a target touching the true
web-body of the goddess. Spell list per goddess given with individual
hex entries.
Immune to cold. Has no need to breathe or eat, though poison can enter
the body in other ways. Half damage from lightning.
Double damage from effects that starve or desiccate.
If the true web-body is left intact a new emissary-body may be built in
the course of 6 hours. The web bodies take great time and effort to
destroy, but extensively damaging one immediately after a fight is
likely to destroy a spiderweb-goddess’s memory of the fight.
An emissary-body encountered away from the webs is level 6, speed 5, and
knows 3 of the spells of its originator.
1203 — Freyod
Freyod (she/they/it) has become infrastructurally important to the
low-hanging firmament and she knows it. Her web-body holds together
hexes 1302 and 1204, which would otherwise fall to the ocean below. Any
conversation about its fellows necessarily involves a passive-aggressive
reminder that they do no such hard work, and she considers keeping the
path to the glasswork
rose walkable a public service for which she is under-recognized.
She calls the ghouls of 1404 ungrateful but will not expand on
why.
It will warm to repeat visitors easily if they bring gossip from the the
city of Catage — their knowledge is quite out of date.
Their emissary-bodies tend to have concentric circle patterns upon
them.
Spells known: Wall of Ice, Implant Object, Mass Invisibility,
Poltergeist, Magic Lock, Control Weather, Spell Delay, Permanency, The
Fountain of Youth.
0705 — Vara
Vara (they/it) is the most genuinely concerned about repairing the
relationship between the goddesses in the short term, and it thinks
overtime on correctives to its errors. There is a desperation to again
be on speaking terms with the beings it loves. Visitors to its web are
cautiously interrogated on contact with the others and possibly
recruited to carry messages and tokens of affection.
Their emissary-bodies tend to have slender spines arranged
symmetrically.
Spells known: Ward Against the Other World, Armour, Pleasing Touch,
Despair, Uttering the Dread Name, Alert, Living Spell Conduit, Identify
Caster, Insanity.
0612 — Nemon
Nemon (it/she) is touched by a bitterness the others have not realized.
It fears that, by physical distance and proximity to the Wall of Catage,
some part of herself has become unable to share the connection the other
two have. This problem has been overcome before and it truly believes it
can be again, but until then it listlessly contemplates the wall and
what violence she might do to it for its malign influences on her.
Others who resent the wall get her attention.
Its emissary-bodies have an opalescent sheen that changes quality in the
light.
Spells known: Four Arms, Barbed Whip, Arcane Spike, Cause Mutation,
Remove Portal, Mind Reading, Bridge, Air Bubble, Verminous Form.
Spells chosen via the d1000 table in The
Nameless Grimoire