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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 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

Up next Play Report 25 – Market Plazas Play Report 25 — Market Plazas The party, now in the Valley Collaboration, pays for rooms for the night, and sleeps until they are woken up by a Look At The Cool Stuff My Friend Is Making My friend Michael has a blot blog! It’s good! You should look at it. Stuff of interest you might find
Latest posts 0809 – The Sunlit Redoubt 0708 – The Bridge Encampment Play Report 26 – Snake Gardens 0403 – Satyr Kink Community Look At The Cool Stuff My Friend Is Making Firmament 1203, 0705, 0612 – Spiderweb-Goddesses Play Report 25 – Market Plazas Play Report 24.1 – The Occult-Futurist War Effort 0101 – The Compass Rose 1407 – The Molars Of Leviathan Inhuman Proportions – a very light very rough first draft 0305 – The Northmost Collaboration 0807 – The Valley Collaboration Play Report 24 – River Crossing Firmament 0204 – Ancient Artillery Firmament 1404 – The Ghoul-Ship Friþgeard Wilderness Encounters in the Low-Hanging Firmament 1110 – The Elevator-Pool Gardens 1404 – Brine-Eaten Cathedral Firmament 0802 – A Cosmic Glow Firmament 1502 – Glasswork Rose Play Report 23 – A Farewell and A Scheme Firmament 1107 – Occult-Futurist Dirigible “The Steed of Conquerors” Gardens 0314 – The Prophet’s Balcony The Low-Hanging Firmament hex map and keys Play Report 22 - Recovering Play Report 21 - Lizard King Play Report 20 - The Throwing Of Runalt Play Report 19 - Horse Execution Play Report 18 - Further Kite Developments 0604 - Fire Cult Remnant Temple