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There is something that binds us all, something that even how divided we are is something we all have. No matter if you call it the Breath or Psia, it is like a spiritual presence in lifeforms across Eupherion. Using it in defence is not only useful for self-defence, but for interstellar and even galactic defence, it has defended all of us from disaster. It can be thought of as an antithesis to Aberric Energy, which from what you already know already entails it being a good energy, which while not always the case, it's far more good than the abominable mess of Aberric Energy; use it against an Ozax and they will suffer the fate they truly deserve. It’s almost like we are some kind of antithesis to the Ozax, since we have the Breath within us and the Ozax have Aberric Energy.

- Viblan monk

The Dreamweave (known by the Zalax as the Universal Flow, and by other civilizations and monastic orders across the galaxy as Weave Energy, Magic, Phantasmic Energy, and The Flow) is a preeminently powerful pseudo-Essence endemic to the First Gigaquadrant and primarily focused, and at its most concentrated, within its origin galaxy of Eupherion. The Dreamweave is an Aeon Enigma creation of esoteric nature that refers to both the Dreamweave itself - a highly influential Essence-like power that was developed by the Aeon Enigmas - as well as to the supernatural extra dimensional "fabric" surrounding the universe that the Dreamweave Energy originates from, and composes. Utilized by the Enigmas long before their establishment in the First Gigaquadrant, and brought to the Gigaquadrant through the tremendous act of the creation of the Eupherion Galaxy (which in turn was so great that the Dreamweave become spread across the rest of the Gigaquadrant) the Dreamweave was utilized by the Enigmas to influence life and creation, and bend the very laws of reality to suit their needs. The Dreamweave's heavy presence within the Eupherion Galaxy lends the galaxy its unique purple/blue huge, the extreme variety of Essence-based and consumptive life, and the extremely (almost fantastical) magical nature of the galaxy. Having a highly spiritual and unique nature, the Dreamweave has long been ingrained in the cultures of Eupherion as an issue and feature in the religions and cultures of many civilizations throughout the history of Eupherion. The Dreamweave has shaped the history and physical features of Eupherion in many ways, and has sprouted multiple monastic orders across its long history of existence.

The Dreamweave is endemic to the majority of the peoples of Eupherion; although not all are capable of using it nor sensing it. While most are capable of utilizing the Dreamweave, the vast majority of these peoples are incapable of receiving training and thus, a vast minority of Eupherion's populace ever gets the chance to train their powers over the Dreamweave to be capable of the powers that the users are capable of. Users of the Dreamweave are known as Weavers, often in terms of hatred or wonder (and oftentimes both), and the Weavers themselves are generally accepting of the monikers that have befallen them. Weavers are split between the dual facets of the Dreamweave; the golden-blue Lightweave, the original Dreamweave that concerns itself with the "good" side of the moral compass and thus the original usage of the Dreamweave, being the propagation of life and the usage of the Dreamweave to create. The second is the corrupted, purple-red Darkweave; a corrupted variant of the Dreamweave resulting from the vast genocides inflicted upon the galaxy from the "First Crisis", born from the combination of the absence of the Enigmas, the vast amounts of death, and the deep negative emotions inflicted upon the galaxy that were great enough to corrupt the Dreamweave and split it between the Light/Dark axis. The Darkweave is a far more chaotic and corrupting variant, concerning itself with the "evil" side of the moral compass and the usage of the Dreamweave to harm and destroy.

History[]

Origin[]

The origins of the Dreamweave are unknown, with the oldest signatures of the Dreamweave dating back to the origins of the Eupherion Galaxy. Why and how the Dreamweave was birthed is unknown, though it's known that the Dreamweave first appeared when the galaxy was created 12 billion years ago. The oldest tales of the Dreamweave - specifically the oldest legends found in the vast libraries of the Amber Crown originating before even the Tyahrano - claim the Dreamweave was the "soul" of Eupherion made manifest, claiming the status of the Dreamweave as the "soul" of the galaxy would explain why it was such an esoteric concept, why the inhabitants of the galaxy were so capable of using it, and why it acts as anathema to the Ozax. While the origins of the energy are unknown, the effect it has had upon the galaxy is undeniable; Eupherion is unique amongst various galaxies of the Gigaquadrant for its "magical" nature, owing to the Dreamweave, and likewise it has sculpted Eupherion's history and culture in profound and undeniable ways.

Originally, the purpose of the Dreamweave was to function as a source of power, a method of travelling, and a tool for various purposes; being bending the laws of physics for the Aeon Enigmas to form the Eupherion Galaxy, creating and seeding life throughout the various planets of Eupherion and help their propagation, and as a weapon; while the Enigmas were powerful with their godlike technology, the Dreamweave allowed for their transcendence beyond those bounds and act as truly gods. The Dreamweave was originally a singular energy designed solely for the benefits of others, and was rarely - if ever - used to harm or destroy. The first coming of the Ozax upon Eupherion, which led to the disappearance of the Enigmas, would lead to the division of the energy. The combined strain of the sudden absence of the Enigmas, combined with the immense bloodshed and genocide inflicted upon Eupherion (in the tens of trillions) and the wash of anguish and pain that resulted had placed so much of a strain upon the Dreamweave that it was corrupted and "shattered" into two variants; the Lightweave, and the corrupting Darkweave, the latter being the direct result of the combined anguish, death, and pain of an entire galaxy at the hands of the first Ozax Crisis.

TyahranoLichLord

Tyahrano liches were among the most feared beings in the galaxy, and Gigaquadrant, during the Fourth Epoch.

In the millions of years after the first Ozax Crisis and the subsequent shattering of the Dreamweave, it has been utilized as a tool by the various disparate nations scattered across the space and time of Eupherion's history. The Lightweave and the Darkweave have both been utilized for their respective purposes by many precursor empires that make up Eupherion's Epochs. Empires have risen and fallen under the power of the Dreamweave, and over millions of years, Eupherion's residents have developed a unique form of technology known as Weavetech, which remains the most common form of technology within Eupherion; the usage of which having been so common and so widespread throughout the billions of years of Eupherion's history that non-Weave based technology is a rarity in the galaxy. The Weave has become the basis for weaponry, power, and travel throughout Eupherion, although even then actual usage of the Weave through "magic" is a considerably rarity. Even machines have been shown to be powered through the Weave; and the longest lasting structures in the galaxy remain beating due to the power of the Weave.

The various precursors of Eupherion have utilized the Weave in a variety of ways. The Tyahrano, in the Fourth Epoch, were the first to have used the Darkweave on the scale that they did. The Tyahrano, naturally having immense sensitivity to the Dreamweave, were among the most potent and malevolent users of the Darkweave in the history of Eupherion. The precursors of the Fourth Epoch, the Tyahrano were expert users of Demonic Energy and, on a rarer basis, Death Energy. The Tyahrano worked in the dark and did not have a true empire of their own; they utilized the Darkweave and combined it the Demonic and Death energies to utilize the greatest and cruelest powers of the Darkweave. The Tyahrano created some of the most widely used or feared techniques of the Darkweave; it's known that the Tyahrano utilized the Darkweave to invent necromancy, Weave alchemy, and living mummification. Tyahrano lords were long feared as being liches; utilizing the Darkweave to create dark artifacts that could hold their soul and render them immortal. Even now, there are some Tyahrano Lichlords locked away in the vast dark tombs they have created; utilizing the living mummification techniques to keep their bodies preserved.

The precursors to follow the Tyahrano, the Cahrinvaeri Builders, were machines who had nearly perfected the methods to master both the Lightweave and the Darkweave simultaneously. The Cahrinvaeri, having reached near-technological singularity by the end of their reign over Eupherion, were freed from the corrupting influence of the Darkweave due to their artificial nature; and were the only race in known history that were known to have freely used the mastery of both ends of the Dreamweave spectrum without difficulty. The Cahrinvaeri were hailed as gods in their time due to the great machines they used to influence the Dreamweave to their needs, and despite their artificial nature, they themselves were among the closest to be considered to be within "true harmony" with the galaxy's Dreamweave, and as such they were often on good terms with the first of the Amber Crown orders that emerged at the end of their reign. The Cahrinvaeri utilized the Dreamweave to create the vast megastructures and gigastructures that they were known by; the great network of constructs that the Cahrinvaeri utilized are said to be powered directly by the Weave, drawing upon its power to sustain their immense size. The Cahrinvaeri's Grand Archive, created by Exigency Rational, is said to be situated directly within the Weave itself; owing to its inaccessibility and immortal nature. The Nicoll-Dyson Beam networks of Cardinality Null utilize the Darkweave to forcefully drain their stars of power to fuel instruments of immense destruction the likes of which function on a scale unseen in the Gigaquadrant.

Thorggrak Knight

The Thorggrak Knights of the Inuneridality continued the Zalax's tradition of armor-clad Weaver warriors.

The Zalax Forebearers were naturally a highly weave-sensitive race that was greatly inclined towards the usage of the the Dreamweave. They had an innate understanding of the functions of the Dreamweave and even Zalax children were said to be able to use the Dreamweave on a scale that could compete with the average experienced Weaver. The Zalax utilized the Lightweave in their culture and lives on a scale where the Lightweave was present in almost every aspect of the Zalax's lives. The Zalax's technology was known to be highly advanced, sophisticated, and cultured Weavetech that relied on the usage of the Lightweave for power. Much of the technology of the Zalax was derived from the Cahrinvaeri who came before, and as such, their technology drew power directly from the Weave and were capable of limitless power. Even hundreds of thousands of years later, parts of Zalax ruins remain powered and functional despite the lack of their creators and caretakers to keep their ruins intact. It's known that the Zalax utilized the Lightweave in powering their weapons; and as the Ozax Crisis that doomed their civilization went on, they began to be corrupted by the Darkweave and utilized it in their technology. When the remains of the Zalax that survived the Ozax propped up, they quickly succumbed to infighting between the Lightweavers and the Darkweavers of their fallen kingdoms; of which fell to the infighting and the subsequent stagnation of their civilization, leaving their race functionally extinct after 40,000 BC.

In the years immediately following the fall of the Zalax, the Dreamweave gradually fell into disuse. The Dark Ages saw the least amount of use in the galaxy; the emergence of the Thrycite Entity saw the Thrycites scourge Eupherion of much of its natural weave-sensitive species and life before their defeat at the hands of the Karkyx Band. Weave-sensitivity remained common as it always has, but the skill of Weaving became a rarer and rarer trait; Weavers became valuable as a commodity themselves, finding employment as teachers, scientists, or warriors. Outside of the Amber Crown, Weaving gradually lost its spiritual value and became rarer. Natural weavers were still able to be found within the borders of the older or more spiritual peoples and nations; the Norharan Dominion was, and remains, the strongest source of natural Weavers (as the Norharans are a highly Weave-sensitive race) and their academies are among the most legendary in Eupherion. In the modern day, Weavers find their greatest employment within the militaries of the superpowers of Eupherion; most notably the Inuneridality's Thorggrak Knights and the Second Xrykorian Alliance's Void Corps. Outside of the military, a vast majority of Weavers make up the populace of the Lightweave-focused Amber Crown, and the Darkweave-aligned Veiled Coven.

Characteristics[]

The Weave[]

WeavePhysical Duality

A Lightweave portion of the Weave (above) and a Darkweave portion (below), seen in interstellar jumps.

The Weave is the extradimensional "physical" portion of the Dreamweave; a multidimensional fabric of reality that runs directly parallel to the universe and is intimately connected with it. Formed by the Aeon Enigmas as both a home for them (of which they could change at their will to suit their unique requirements for habitation) as well as the font from which limitless Dreamweave energy could be pulled from in the creation of Eupherion, the Weave remains the physical manifestation of the Dreamweave and the source from which Dreamweave energy is derived. The Weave is a cornerstone element of Eupherion and nearly all of its civilizations utilize the Weave to some degree. The Weave is the basis for the Cahrinvaeri's Ethereal Grid travelling network, the source of Eupherion's unique Essence aura, and in major religions (and in practice) the "afterlife" for Weavers. The Weave is a construct of critical importance in Eupherion and its existence is entirely crucial to the galaxy as a whole. The Weave is the medium through which interstellar travel is possible, the source of the Dreamweave, and the font from which all of Eupherion's considerable Weavetech technology draws their abilities and functions from.

Aside from these uses, the Weave also finds usage in the wide variety of Dreamweave powers, structures, and other objects that exist. Altars bind the Weave into a physical structure that allows for direct tapping into the Weave for power, and Weave Tombs utilize a variety of Dreamweave altars to bind the Weave into the tomb to allow for its denizen to either increase their lifespan (via direct absorption of the Weave) or continue their existence as a ghost within the Weave. On top of this, the Weave also is the source of pockets of Dreaming Space; in moments where the Weave is particularly powerful and draws close to the universe that it runs parallel to, Dreaming Space is formed as a result. Weavers of particular mastery of their skill are notably able to exploit pockets of Dreaming Space to "step" directly into the Weave and immerse themselves directly into the Dreamweave; some master Weavers are capable of doing this without Dreaming Space. The Weave holds a presence in the mind of every Weaver that has explored their potential whether directly (through thoughts and psionic weather) or indirectly (through dreams and inclinations), and individuals with untapped weave sensitivity are known to have periodic dreams and afterthoughts relating to the Weave.

Eupherion as a whole is entirely connected through the Weave, and every individual (minus the rare weave-deaf individuals who are entirely disconnected from the Weave) is connected to the weave in spirit. Whatever happens in the Weave often can affect weave-sensitive individuals, and a popular form of intergalactic communication is done utilizing Weavers that use the Weave to send messages to each other on a galactic scale.

Dark/Light Axis[]

DreamweaveAxis

The Lightweave and the Darkweave.

On views both scientific and philosophical, as well as cultural, spiritual, and religious, the Dreamweave is known to be split between two vastly different parts that are referred to as the dark/light scope. The reasons for this are generally unknown by the vast majority of Eupherion’s populace - though the Amber Crown and other monastic orders know that the first Ozax Crisis played a hand in it - but the dark/light scope is generally regarded as solid fact. The Dreamweave is split between 2 differing concepts. The first, the Lightweave, is concerned with the original purpose of the Dreamweave. The Lightweave is associated with acts and ideals of good and benevolence, positive emotions, and peace, and its purpose is generally regarded to be creation, healing, and the propagation and protection of life. The Lightweave is empowered by positive emotions and users of benevolent disposition; the Lightweavers that intend to use the Lightweave for malevolence and harm often find the Lightweave depowered, and eventually are tempted to, and eventually corrupted by, the Darkweave. The Lightweave is considered the purest part of the Dreamweave, and the vast majority of the users of the Dreamweave utilize the Lightweave. The Lightweave is the part of the dark/light axis that the Amber Crown pledge themselves to, and try to uphold.

The other, darker end of the Dreamweave is the Darkweave; the corrupted side of the Dreamweave that arose in the aftermath of the First Ozax Crisis. The Darkweave is associated with acts and ideals of evil, malevolence, and self-serving actions; as well as negative emotions, and war. The Darkweave is the opposite of the Lightweave; it is empowered by strong emotions as well as negative emotions - jealousy, anger, anguish, and hate are all the four strongest emotions that Darkweavers call upon to fuel their control over the Darkweave. As a result, these four “base” emotions are strongest within the Darkweaver sects, and it’s regarded that paths into the Darkweave induce suffering as these negative emotions gain power within the Weaver until they dominate the psyche of its user. Unlike the Lightweave which exists to propagate life, the Darkweave mainly exists to destroy it; destruction and death are compulsions of Darkweavers, and the Darkweave enables access to abilities that are considered unnatural, fantastical, and terrifying. The most notable examples were the ancient Tyahrano lords, of who utilized the Darkweave to raise entire armies of undead at their disposal, forcefully drain the life from victims to fuel their powers, and forcefully mummify beings while they were still alive. The Darkweave is, of course, capable of healing; but whereas the Lightweave can enact true healing, the Darkweave’s healing is more akin to “preservation” rather than “healing”. The Darkweave is the end of the Dreamweave that the Veiled Coven pledged to; having broken from the Amber Crown to embrace the Darkweave.

Weave Sensitivity[]

Throughout Eupherion, despite the Dreamweave making up integral parts of the galaxy’s structure on a variety of levels, the ability for individuals and races to control the Weave varied widely across the galaxy. Most individuals possessed a sensitivity to the Weave known as Weave Sensitivity, a measure of how much potential certain individuals had to influence the Weave and be influenced by it. Weave sensitivity varies, and the exact reasoning behind the varying sensitivities throughout the galaxy were unknown with theories abound ranging from genetics to spiritual corruption. Some individuals had little weave sensitivity and could not become Weavers, others were even more extreme and were entirely disconnected from the Weave in a rare condition known as Weave Deafness; those that were deaf to the Weave had resistance to Weave abilities (and downright immunity to some) and were immune to the influences of psionic weather and the Weave-based senses of experienced Weavers.

Generally, it's known that the vast majority of Eupherion natives are some amount Weave-sensitive, though the amount of Weave sensitivity is extremely low for these individuals - the vast majority of Eupherion's natives are incapable of using the Weave and suffer little from psionic weather, but are still connected to the Weave and thus experience the capricious whims of Weave entities and similar effects. Of Weave-sensitive individuals in Eupherion, only less than 0.001% will ever be capable of becoming a Weaver, thus making Weavers considerably rare (although still numbering in the tens of trillions) when compared to the quintillions that live throughout Eupherion.

Aura/Radiance[]

Vitality[]

Vitality Sickness[]

Overusage of Weave energy in sudden bursts of energy expenditure can cause a Weaver's cells to expend far more of their vitality than they can handle. This often leads to disruption in the duties of the cells of a weaver, ranging from mild disruptions, to total cell death, depending on the amount of the energy exerted by a Weaver. This can lead to a condition known as Vitality Sickness, which is a form of illness caused by a rapid draining of vitality reserves by Weavers and force Weavers to limit their abilities. Vitality sickness ranges in severity and is often measured in "stages" depending on the vitality lost during a Weaver's exertion of their power. Minor vitality sickness causes mild pain and discomfort with a variety of mild symptoms. As vitality sickness progresses and a Weaver uses more and more of their available vitality, vitality sickness worsens further and further as more cells are affected by their loss of their stores of weave energy. The more debilitating cases of vitality sickness cause nausea, vomiting, and headaches, while extremely severe vitality sickness can cause individuals to undergo extreme vertigo or collapse into unconsciousness entirely. Vitality sickness is not a lethal disease, however, and always resolves itself with time as the body restores its stores of weave energy and corrects itself.

Forms[]

DreamweaveStates

The four Ascendancy Path states of being achieved through the Dreamweave

Due to the nature of the Dreamweave - being a pseudo-Essence construction and intertwined intimately with most forms of life - the Dreamweave allows access to various states of being that serve as physical manifestations of a Weaver’s willpower, mastery, and potential in the Dreamweave. The Dreamweave is known to have several separate states of being capable of being achieved; these are generally split between the Ascendancy Pathway and the other, unrelated forms achievable through proficiency in the Dreamweave. The Ascendancy Pathway forms are the hardest to learn, requiring constant and dutiful study, practice, and application in all three Aspects of Dreamweave usage. The forms within the Ascendancy Pathway are generally found primarily within the confines of the Amber Crown and the Veiled Coven, who's members possess the required skill and habits to access such forms on their own. The names of the 4 states of being available through the Ascendancy Pathway are Empowerment, Consecration, Sanctification, and Ascendancy, and each of these states of being are superficially similar, but conceal vastly differing amounts of power.

The other states of being are not classified under any pathway, simply known as the "other" forms, and are far more common than the states of being gained by following the Ascendancy Pathway. These forms are triggered through more direct methods; accumulation of power, rapid changes in emotional state, direct immersion in Weave energy, and artificial generation through usage of technology all fall under these unrelated forms. These forms vary widely in appearance and power, and are in general far more unreliable than the states of the Ascendancy Path - forms achieved this way are unstable, capable of backfiring and injuring the user, or simply ending prematurely. Considerable usage and knowledge of a form is required to retain a stable form without backfiring. The usage of the unrelated forms is not incompatible with the Ascendancy Path - rather, the Ascendancy Path complements and stabilized the myriad states of the unrelated form, and can greatly bolster power drawn in a form. Each state of being allows a greatly increased power output in the Weaver, yet puts higher and higher strain on the mind, body, and spirit of the body. Though all Weavers can, with time and effort, eventually access the various “forms” of the Dreamweave no matter their weave sensitivity levels, not all can hope to achieve them. Even accessing the most basic states requires exceptional experience or power to undergo and requires special knowledge to undertake.

Ascendancy Path[]

Empowerment[]

The first state of being offered by the Ascendancy Path would be the ability to undergo Empowerment; the most basic of all the Ascendancy states of beings, and the easiest to achieve. Despite its nature as the easiest to achieve state, it is by no means easy - the ability to Empower only comes naturally in those of high Weave sensitivity, and for those who cannot access it directly, requires either extreme and sudden emotional turmoil to be able to access it involuntarily, and years of meditation and practice to be able to Empower voluntarily. Empowering involves the direct absorption of power from the Weave itself; as such one's power needs to be great enough to directly connect with the Weave and begin directly siphoning off Dreamweave energy to be able to undergo a state of Empowerment. A successful Empowerment is characterized by the glowing of the eyes in respective schools; a Lightweaver's eyes will glow a brilliant white, while a Darkweaver's eyes will glow a purple-magenta like color. When a Weaver undergoes Empowerment, the sudden influx of energy is capable of healing their bodies at a moment's notice and providing a burst of energy for use in whatever purposes they require. The ability to Empower is the gateway to accessing further states of being in the Dreamweave, and successful voluntary Empowerment is a preresquite of Amber Crown Neophytes to demonstrate in order for their graduation of their Neophyte stage in their training.

Consecration[]
CadorConsecration

Lord Cador's Consecration State, a state only an experienced few can access with extreme meditation.

The second state of being that is offered by the Ascendancy Path is the ability to undergo Consecration; a far more advanced form of Empowerment that allows for the accessing of much greater reserves of power. As a far more advanced state of being than Empowerment, Consecration requires multiple years of experience and constant study to the point that to be able to undergo deliberate, voluntary Consecration is considered a sign of mastery in the Amber Crown and the Veiled Coven; Amber Crown masters and Veiled Coven lieges are known to prove their ability to Consecrate themselves as one of their requirements for earning their titles. Consecration relies on a similar mechanic to Empowerment, being the opening of direct passages into the Weave; however Consecration is distinguished from Empowerment by not just the greater scale of the passage (and thus the greater withdrawal of energy) but the absorption of enough power to cause their bodies to "glow" with the respective energies of the Dreamweave. Lightweavers are surrounded by an immense white glow, and Darkweavers are surrounded by a purple glow. The ability to undergo Consecration allows for the gateway to be opened into the Dreamweave's states of being; the power to undergo Sanctification.

Sanctification[]

The third state of being that is offered by the Ascendancy Path, and the penultimate state - with Ascendancy being unreachable except for a vast minority - the state of Sanctification involves the ability to withdraw such reserves of power so as to court the line between "Sanctification" and "outright obliteration". The power to Sanctify allows for the tapping of even greater power than the power to Consecrate, and the knowledge required to undergo Sanctification requires decades or centuries of study with no known individual having the innate power as to undergo Sanctification naturally. Undergoing Sanctification means not only forming a passageway between the Weave and the Weaver in question, but to go beyond that and to become the gateway; merging yourself with the Weave without fulling immersing yourself in it. Sanctification is known to induce a local Dreaming Space effect upon the undergoing of the process, as with making oneself the bridge between the Weave and the physical universe requires the strength and knowledge as to physically drag the Weave closer to the physical universe, resulting in Dreaming Space forming around the Sanctified Weaver. Sanctification is considered one of the "exalted preeminates" techniques taught by the Amber Crown; it's power being such that its usage is an extremely rare sight and with very few individuals ever being able to actually undergo and uphold the Sanctification process.

Ascendancy[]

The rarest and by far the most legendary and storied of all the Ascendancy Path's states of being, the power to undergo Ascendancy is the theoretical limit of the states that can be achieved with the Dreamweave without directly merging with the Dreamweave itself and becoming one with the Weave. The power to undergo Ascendancy lies only with a handful of individuals throughout history, requiring a direct mastery of the Weave and the Dreamweave, and a deep and intimate understanding of both that would border on omniscience. The power to Ascend is a highly dangerous one; a singular moment of hesitation and the process fails, but too much focus on achieving the form will forcefully cause the user to transcend and merge with the Weave, and give up their identity. Ascendancy is the most powerful state of being; a successful Ascendancy process allows a Weaver control over the Weave itself, essentially entering a form of godhood for as long as they remain in the form itself. The process of Ascendancy is not something that can be learned on its own; it's believed that certain ancient, unknown entities are responsible for the distribution of the knowledge to undergo Ascendancy.

"Other" Forms[]

DreamweaveStates2

An assorted collection of various "forms" unlocked by different Weavers

Outside of the Amber Crown and the Veiled Coven, the Ascendancy Path is a rare and difficult to achieve pathway. The knowledge to undergo such a path requires exceptional spiritual knowledge and discipline, two factors that the majority of the galaxy's Weavers lack altogether. As such, Ascendancy Path disciples are themselves a minority amongst Weavers capable of undergoing transformation, which are themselves a minority. The vast majority of Weavers access other unrelated forms - the Rage State, the Emergent State, and the Artificial Form, all requiring different methods to undergo and each one having a variety of boons and drawbacks to assuming such forms. These forms are generally unstable and dangerous to assume, forcing those that can utilize these forms to use them sparingly to avoid personal injury. Unlike the Ascendancy Path, these forms do not offer any spiritual significance nor closeness with the Weave; they are assumed solely for the goal of power - while the Ascendancy Path involves merging with the Weave itself, these forms are gained through sudden overabsorption of Weave energy, and staying within these forms for too long (or assuming them too often) can lead to severe injury.

Rage State[]

The Rage State is the most common and unstable form accessible outside of the Ascension Path through the Dreamweave. Initial access to the Rage State is entirely a situational case, and by no means is an individual capable of first undergoing the Rage State by choice. When a Weaver has achieved a sufficient and entirely arbitrary (as every individual is different, what level of experience is "sufficient" is impossible to determine) level of experience and power within the Weave, they become eligible for generation of a Rage State. A Rage State is only unlocked in a moment of extreme emotional turmoil; in general, these emotions are required to be negative in some manner to generate the power required to enter the Rage State for the first time. The first time entering a Rage State is violent and unstable; they generally do not last long, and the sudden radiation of Weave energy can damage surrounding environments. It is only after the Rage State has been achieved the first time that training can be done through it to proper temper and control the power of the Rage State.

The Rage State is extremely unstable at first. The State will, at first, constantly radiates energy, rapidly draining a Weaver of their reserves of energy and leaving them lethargic and tired the moment they're forced out of the Rage State. However, proper training can stabilize the Rage State to some extent and allow control over the energy that's radiated in such a state, allowing for vastly greater reserves of power to be tapped into and for considerably longer times. Usage of the Rage State briefly disfigures the body; when a Rage State is first entered, it requires the sudden withdrawal of considerable amounts of energy into the body which causes skin discoloration and mutation through glowing, Weave-filled cracks in the skin, and cause considerable and brief physical growth, mutations, and other effects that immediately dissipate when a Weaver leaves the State. A Rage State can be entered at will after it has first been experienced, and multiple times will a Weaver have to enter the Rage State if they hope to stabilize and control it.

Emergent State[]
Artificial Forms[]

The Artificial Forms are the rare and usually unstable forms that are accessible to individuals who cannot utilize the Dreamweave. The Artificial Forms are complicated and difficult to access; they cannot be accessed at will, are considered "alien" even to the Dreamweave, and are often considerably weak when compared to the Rage State and the Emergent State. Artificial Forms are achieved through the usage of other Weavers, whether by choice or forced, and the application of specialized technology and implants. The means to create an Artificial Form are considerably complex and expensive to undergo, and the morality of which is subject to constant scrutiny and discussion - the assumption of an Artificial Form requires harvesting the energy from other Weavers, a process considered inhumane and torturous to the unfortunate involved.

If Weave energy is properly harvested from sufficient Weavers, it can be redirected into internal implants or powered armor designed to hold such energy; if these are connected with the body, it can give a non-Weaver temporary control over the Dreamweave much like a Weaver, though much weaker and more unstable as the connection is unnatural and done through technology rather than the natural abilities of a Weaver. Assumption of an Artificial Form causes no changes in the user physically, but generates a large aura as the Weave energy radiates off of a user, with no solid base to stay on. Study into, and assumption of, the Artificial Form is an extremely controversial issue - it is banned within most civilizations, with punishments ranging from prison to outright death in certain governments. As such, study of the Artificial form is an underground movement.

Qualities[]

Magical/Physical Properties[]

ExtragalacticWeavers

While the majority of the Gigaquadrant's weavers are concentrated in Eupherion, it is by no means restricted to it - Weave sensitivity occurs throughout all galaxies, and sometimes Weavers can appear in locations entirely separate from Eupherion; though without the guidance of those prior experienced in the Weave, they will often never see the full extent of their capabilities

Powers

The powers the Dreamweave granted to those that could, and learned how to, control it are various and numerous. The powers of a Weaver can range from the most basic spells and powers granted by its use, to the ability to command immense and world-destroying forces directly from the Weave itself. These powers were the very manifestations of a Weaver's connection with the Weave; a combined sum of their willpower to summon the forces of the Weave at their will and their sensitivity to the Weave as a whole. The powers of the Weave are supernatural in nature; they have been incapable of being described by science and the execution (and sometimes the result of) these abilities are generally believed to be paranormal. Though incapable of being described by science, the teachings of the Amber Crown have divided the forces behind the powers underneath qualities of body, mind, and spirit; three distinct territories all feeding into various powers of the Dreamweave that apply equally to powers arising from either the Lightweave or the Darkweave.

Powers of the Dreamweave were the primary reason why fear of Weavers had ever arisen at all; despite the distrust towards Weavers in the modern day, past civilizations had utilized Weavers for these exact powers. The Zalax of the past had various warrior-guilds that were formed by various Weavers who desired to utilize their powers in martial combat. These Zalax warrior-guilds were often so large that they constituted small armies on their own, finding employment across the entire Gigaquadrant. These traditions continued well into the modern age; the Inuneridality's Thorggrak Knights continued the tradition of the Zalax's Weaver warriors, and on a lesser note, so did the Veiled Coven; both organizations making use of armored Weavers who train for war, and utilize their powers for battle.

CadorWeaveEntity

Lord Cador gained his immense Darkweave powers by directly communicating with, and either was given or took powers directly from Darkweave entities

The Dreamweave is notably capable of altering various physical states and laws, even in direct violation of universal laws; this was used considerably by the Aeon Enigmas to form Eupherion and to sculpt their home within the supermassive black hole at the center of the galaxy, and use it (as well as Vantaeal) as a gateway directly into the Weave. This quality is an immeasurably important portion of the Dreamweave's magical natures and the core of the transmutations of the Dreamweave. Notably, the Warforms of the Cahrinvaeri - specifically those that Euclidean Fractal had designed utilizing the very same physics-defying and altering properties of the focused Dreamweave, were notable for their Darkweave-based powers, as well as Euclidean Fractal's unique War-Weavers sects. The Living Metal techno-organic lifeforms designed by the Cahrinvaeri to be symbiotic and living battle suits had utilized copious amounts of the Darkweave to obtain their powers and their unique biology-defying capabities, especially their ability to latch onto a host without killing the host.

Body Aspect

The Body Aspect of Weave usage revolves around the grounded, physical aspects of Dreamweavery and the most prominent form of Dreamweaving. The Body Aspect focuses on the physical manipulation of the world; the manipulation of physical laws to produce an extreme variety of effects. The Body Aspect is the widest and the most common school of weaving, where most trained Weavers focus their time and effort to utilize. Manipulation of the elements, manipulation of the fundamental forces of the universe, and the utilization of niche Dreamweave arts such as technomancy and alchemy all revolve around proper utilization of the Body Aspect of the Dreamweave. Weavers who focus on the Body Aspect are known as Thaumaturges.

Mind Aspect

The Mind Aspect of Weave usage revolves around the mastery of the mind and psychic prowess; the utilization of the mental aspects of Dreamweavery and the second most prominent form of Dreamweaving. The Mind Aspect is very similar in utilization to Psionic Energy, which stems from the hybridized nature of the Dreamweave. The Mind Aspect is used nearly as widely as the Body Aspect, though is rather tricky for Weavers to learn without having a prior master. Usage of the Mind Aspect is critical in the communion with the Weave, and much of the more fantastical and paranormal natures of the Weave is only capable of being accessed with proper experience in the Mind Aspect. Abilities such as psychometry, empathy, telepathy, and precognition all fall under the domain of the Mind Aspect. Weavers that are proficient in the usage of the Mind Aspect are known as Psions.

Spirit Aspect

The third aspect of Dreamweaving and the most complicated and least used, the Spirit Aspect focuses on the spiritual aspects of the Dreamweave and the mastery of the spirit. The most difficult of the aspects to learn, the Spirit Aspect also represents the highest potential and the most powerful usages of the Dreamweave - abilities to corrupt and purify, creation of life, and spiritual protection against the reaches of Chaos all fall under this particular aspect of Weaving. The Spirit Aspect is the most complicated of all the aspects, however - learning the Spirit Aspect on one's own is exceedingly difficult and often results in failure, requiring the experience and perspective of one that has already mastered the Spirit Aspect. The Spirit Aspect is required for proper interaction with the Weave; whereas the Body Aspect uses the Weave to manipulate the physical world, and the Mind Aspect is required to commune with the Weave, the Spirit Aspect is what allows true interaction with the Weave - granting access to the various Forms available to experienced users. Experienced Spirit Aspect users are known as Spiritualists.

Weave Abilities and Methods[]


Lightweave Abilities
MasterAnranthosis

Amber Crown practitioners often utilize the Lightweave mostly for martial meditation and self-improvement; Master Anranthosis is a master of the Lightweave Body Aspect.

On the side of the Lightweave (the usage of Lightweave powers being known as Lightweavery, or Lightweaving), the Lightweave is known to be a mainly "purifying" influence and a benevolence force that's almost exclusively utilized for good. Powers behind the Lightweave do not rely on the Body aspect as much as the Darkweave does (of which requires the Body aspect as to avoid physical deterioration of its usage), though mastery of the Body aspect of the Dreamweave is no less important. The powers behind the Lightweave are most notably healing as well as the physical alteration of the world around the user and the generation of illusions. The most basic and notable power of the Lightweave is the capability to heal; Lightweavers find healing others to be a secondhand ability no matter how they pursue their abilities. Healing wounds of physical nature is easy; and experienced Lightweavers can heal damages and irregularities in the mind, and restore the spiritual pathways of the body. Lightweavers find their portion of the Dreamweave to be best combined with the pursuit of Elemental energy, with the spiritual aspects of Elemental Energy and the Dreamweave complimenting each other greatly.

Other powers of the Lightweave involve, as mentioned, the alteration of the world around the user and the generation and confinement of illusions. The former is an incredibly broad classification; alteration of the world means multiple things under the Lightweave and the Darkweave both. One of the most notable usages of the Body aspect alongside the utilization of reality-altering magic is the application of flesh-hardening spells utilized by the Amber Crown's scholarly sects (who often forgo armor) and experienced Weavers. With sufficient experience, Weavers can harden their skin to take on qualities of hardened material, and masterful users of these abilities can cause their very skin and bones to take on a quality to outmatch the strongest of composite armors in the galaxy. Other usages include telekinesis, a favorite of Weavers who utilize the Lightweave or the Darkweave. Telekinesis forms a strong base of many powers in the Dreamweave, though it is primarily used on its own. The ability to push or pull, as well as squeeze, tear, and slam are all endemic to the powers of telekinesis. Experienced Weavers are known to be able to instantly kill with telekinesis; the ability to reach past physical barriers and strike directly at internal organs.

BannthokVsAnirox

In his first battle with Lord Anirox, Grandmaster Bannthok showcased the ability to effortlessly lift several tons of solid stone and generate crystals to impale Anirox with.

On the mind and spiritual portions of the Lightweave, involve the generation and application of illusions. Lightweavers are as capable of mental and spiritual attacks and manipulation as they are physical; powerful Lightweavers are capable of directly controlling the minds of weaker-willed beings (though Weave Deafened individuals are immune against mental attacks by Weavers) and the ability to make people suggestible is often something learned by Weavers early. More advanced forms of illusions include the generation of false memories, as well as the direct mental manipulation of victims to relive memories in a sort of "memory walk". Other abilities falling under this ability is to forcefully calm individuals, a favorite among the mostly-peaceful Amber Crown, and the ability to obscure the vision of others from sight. On miscellaneous usages of the Lightweave include the generation of fire and the manipulation of gravity; both generally used for offensive usage. Despite the descriptions of these abilities, these are by no means the limits of a Weaver's power; the Dreamweave is a considerably powerful presence that allows for the manipulation of what can only be described as true magic; and as such, abilities offered by sufficient mastery and exploration of the Dreamweave are almost limitless.


Darkweave Abilities

On the side of the Darkweave (the usage of Darkweave powers being known as Darkweavery, or Darkweaving), the Darkweave is known to be a "corrupting" influence and a malevolence force that's generally used for selfish and evil purposes, though has been used for good far more than the Lightweave has been used for evil. As the Darkweave was born from the first Ozax Crisis from the immense, mind-numbing amounts of death and anguish that occured, the Darkweave is a corrupting influence that physically, mentally, and spiritually turns those that use it into a tool of destruction and evil. Relatedly, the Darkweave is also primarily a harmful power of which stems and focuses around the ability to harm others, compared to the Lightweave which stems and focuses around the ability to help others. The Darkweave is thus a generally more lethal, destructive, and dangerous variant - however, the Darkweave also ends up being far more destructive to the servants of the Ozax and Aberric Energy than the Lightweave; a sort of "cosmic vengeance" relationship that ends up with the Darkweave being one of the greatest enemies of Marrow and its denizens.

Physically, the Darkweave corrupts depending on how far the Darkweaver has fallen into the clutches of the Darkweave. The Amber Crown divides the physical and mental corruption of the Darkweave on a variety of levels; physically, Darkweave corruption begins with a miscoloring of the eyes that evolves to glowing yellow or red. From there begins a paling of the skin to a white hue, and the farther a Darkweaver falls into the Darkweave, blood vessels begin turning black. From the final stage of physical corruption, the very body begins to age prematurely and die; starting with the unceremonial decay and failing of the body, eventually causing the withering of the body inside out; Lord Anirox of the Veiled Coven was notably severe in the final stage of his corruption under the Darkweave, with his skin blackened and mummified, his hair course, and his nose missing, resembling an unwrapped mummy in his physical desiccation. Mentally, as the Darkweave is strengthened by strong and negative emotions, positive emotions begin to disappear as they are supplanted by the most prominant negative emotions of the Darkweaver that's falling to corruption. Over time, positive emotions disappear entirely, and the Darkweaver is consumed by their strongest negative emotion; commonly they are prisoners to their own hate, fear, and anguish, and incapable of escaping their fate.

Lord Anirox

Lord Anirox was so immersed in the Darkweave, he required a special suit of Darkweave-empowered armor to keep his heavily desiccated and almost mummified body functioning.

The prevention of the body to the Darkweave's decay is possible, though requires a gradual mastery of the Body aspect of the Dreamweave. Powers behind the Darkweave are as numerous as they are behind the Lightweave, though are more notable for their destructive natures and the dark and often terrifying powers that the Darkweave presents. Powers behind the Darkweave revolve around the spheres of destruction compared to the Lightweave's creation, with harm against healing and death against life. Darkweave powers dish out harm in a variety of ways across each of the three aspects of the Dreamweave, and end up being far more attractive to future Weavers for the power that the Darkweave more immediately offers. Darkweavers find the capabilities to hurt the most natural and secondhand part of their abilities, with alteration of the world, the generation of far darker and harmful illusions, and even more unique properties - the summoning of entities from the Weave as well as the creation of Darkweave-fueled creatures dominated by the desire to destroy. Darkweaver abilties eventually ge to the point where their powers are simply unnatural; one of the many rare arts of the Darkweave is the capability to raise the dead, and to break into the Weave itself to summon hateful creatures designed from the Darkweave.

As Darkweavers are generally devoted to the accumulation of power by their very nature, Darkweavers end up being stronger than Lightweavers on an individual basis. Alteration of the world around a Darkweaver goes further in the field of a Darkweaver's power; shapeshifting other's forms is known to be capable by a Darkweaver's power, and mild forms of Descension are even capable of being instilled by powerful Darkweavers. Veiled Coven masters are known to be able to forcefully Descend their favored servants, granting Darkweave abilities at physical and/or mental costs. Telekinesis under Darkweavers is also known to be exceptionally powerful, with Veiled Coven warriors being capable of lifting hundreds of pounds with their abilities, and Darkweaver masters being capable of exerting enough force to move minor geographic landscapes and shape the land around them. The most notable physical alteration ability, and the most infamous ever devise, were the various necromantic practices of the Tyahrano lich lords. These entities had been able to utilize the Darkweave to transfer their souls into various objects to act as phylacteries (and thus render themselves immortal), but to also use the Darkweave to inject life back into mangled carcasses to force them back into life and under the service of the Tyahrano that had raised them. These practices do not survive into the modern day; however, it's believed that ruins of the Tyahrano in the satellite galaxies of Eupherion still contain immensely dangerous secrets of the Tyahrano.

Other examples of Darkweaver power is the ability to artificially install fear and anger into the minds of weaker-willed beings, as well as the ability to control elements with the Darkweave; a range of spells involving the usage of frost (IE extremely cold sub-zero temperatures), fire, electricity, and even stone are known to Darkweavers and Lightweavers alike, though the former utilize these abilities more commonly. Secondly, a unique part of the Darkweave is its ability to hybridize with negative Essences; the ancient Tyahrano had hybridized the Darkweave with the Demonic and Death Energies to cause chaos on a galactic scale. Despite this unique ability, it cannot hybridize with Aberric Energy, and remains antithesis to its nature. Much like the Lightweaver abilities, powers of the Darkweavers are too broad to be accurately described, and the Darkweave abilities are (much like the Lightweave) only limited by imagination, knowledge, and experience in the ways of their application.


Magical Arts[]

Spells


Spells are the most basic medium through which Weave energy was brought into form and used by a Weaver; through a spell, a Weaver gathered energy from the Weave and projected it in an act of magic. Spells ranged from extremely basic to advanced, and varied widely from their casting method whether it'd be usage of magical glyphs or simple manipulation of energy through the limbs through kinetic motion. Spells varied widely in their effect whether or not they were casted with destructive, constructive, benevolent, or malevolent intentions, and as such, spells remained the most integral form of a Weaver's ability to draw and use the Weave energy presented to them. The Lightweave and Darkweave Arts depend on unique Weave energies being generated and used through unique spells, and Weave scholars who specialize in the usage of spells are often discovering or creating new spells every day.

Spells are diverse and highly unique, and every spell requires years of practice for true mastery. Because of the nature of the Weave, spells are different depending on the method the Weave is shaped into a spell; Weave energy regardless of a light or dark nature is a "blank canvas" by itself, requiring effort on the side of the Weaver to shape Weave energy into a usable spell. If casted wrong, a spell creating an artificial pathway of hardlight could end up instead creating a pathway of fire, or end up exploding in the caster's face. Some spells are rather basic and difficult to cast wrong, especially if casted through the limbs - telekinesis is often casted through the limbs and shaped with kinetic motion, and as such, is easy to learn and difficult to mess up.

Spells can be easily hybridized with application of other essences regardless of their nature as Chaotic or not; hybridization with Death Energy by the Tyahrano resulted in the first forms of necromancy, and hybridization with Demonic Energy and Aberric Energy which resulted in a variety of Darkweave Arts that persist into the modern day. As such, Essence users foreign to the Weave will often find spells to be a surprisingly easy endeavour regardless of their Weave sensitivity. Weavers experienced in spell usage are generally referred to as spellcasters.

Incantations


Incantations are an advanced and complicated method of Weave manipulation that stems from advanced spellcasting methods formed into methods that resemble complex rituals. Incantations are extremely powerful; a successfully performed incantation by an experienced Weaver can spell it's effects over a continental, planetary, or even stellar scale. Incantations are difficult to learn and utilize and require considerable experience and usually resource access before an incantation is successfully performed; but the result is notably different from a spell in that an incantation has far more power behind it's intention. Incantations, through their nature, are capable of far more than a spell - anything from incalculable destruction, to far-seeing precognition, to creation of psionic weather are capable through an incantation. Incantations drain enormous amounts of power in their usage; regardless of the power of the Weaver that performed an incantation, they will invariably all be drained entirely and will require days or weeks to recuperate their lost energy.

Incantations are extremely difficult to achieve without instruction and directions, as well as very specific circumstances, phrases, and knowledge. Even basic incantations would require days of planning at the very least, with the most advanced incantations requiring decades before one is ready to be performed. Various elements are included within the creation and performance of an incantation - environment could be a factor, certain phrases (often in rhymes) to call attention to Weave entities could be one, as well as unique parts of animals or people, Weave matter, and special glyphs could be factors as well depending on the desired effect. Incantations can be invented by Weavers, but require lifetimes of study to gain the insight into Weave manipulation to understand enough to try one's hand in the creation of a new incantation. Weavers with experience in incantations are usually called invokers in day-to-day speak.

Summoning

Notable Lightweave Arts[]

Mending

Life manipulation

Notable Darkweave Arts[]

Necromancy Necromancy is a niche art within the Darkweave and it's users, and is composed of the manipulation of unique Darkweave energies for a variety of means; the most common and notorious of which is the reanimation of dead bodies, but the arts of necromancy are far broader than that. Necromancy covers the pursuit of immortality through undeath, the attainment of a state of lichdom with the related soul magic field, and the preservation of mind and spirit through death. Necromancy is an inherently dark and seductive route due to it's nature as a hybridization of chaotic essence and Darkweave energy, and as such is usually more evil in it's alignment and has a danger of corrupting users and seducing them into performing greater and greater acts of evil to fuel their necromantic powers. As such, necromancy is an art which faces almost universal discrimination amongst the galaxy's civilizations and the practice of which is even banned by notable governments such as the Torrentium and the Second Xrykorian Alliance with varying penalties on it's use, from execution to prison time.

Necromancy was invented by the Tyahrano precursors during their rule of the galaxy; hybridization with Darkweave energy and Death Energy to produce a state of undeath saw a potential cure for the Tyahrano's gradual overreliance on the corruption of the energy and render the Tyahrano and their civilization permanently immortal. While the Tyahrano failed to become immortal, necromancy as an art became the most powerful magic in use by the precursors who mastered it; all modern necromancy descends from the thousands upon thousands of applications pioneered by the Tyahrano who used spells and incantations to slaughter entire worlds and raise their population as endless armies that could be reanimated several times over after being killed. Necromancy is primarily taught by the Darkweave entities within the Weave itself; in return for a suitable sacrifice, the Tyahrano's own teachings are taught to aspiring necromancers who often take the entities themselves as patrons.

While exceptions exist, necromancers are generally similar to one another in goals and ideals; necromancers tend to lack moral centers, seeing everything in a grey light, and are perfectly willing to sacrifice whoever they need to obtain the immortality they crave and the power they covet. If bodies aren't readily available for their research into their power, the corruption of necromancy allows for a Weaver previously sensitive to death to be perfectly fine with committing murder of various scales to fuel their arts. Necromancers often couple their art with soul magic, with the end result to undergo an incantation to transform themselves into liches.

Soul Magic

Fleshcrafting

Unaligned Weave Arts[]

Elementalism

Astral Constructs

Entity Binding

Introspection

Precognition

Dimensional Travel

Astral Projection[]

Weave Matter[]

WeaveMatter

Three examples of Weave Matter from topleft clockwise; Tanthsirite, an Aedritase Shard, and a collection of Kyunstrine.

Kyunstrine[]

Kyunstrine is a somewhat uncommon and highly unusual liquid element generated by the presence of Dreaming Space throughout the Eupherion Galaxy; the influence of Dreaming Space being sufficient to cause abnormal changes in nearby compatible elements that ends up creating a Weave-linked liquid element. Kyunstrine's base elements are unknown; though on an atomic scale, it most closely resembles bromine, with it's unusual properties being a result of heavy Weave saturation in the element. Kyunstrine is a permanently liquid material; no amount of temperature or pressure changes is known to cause it to take solid or gaseous form, and kyunstrine is permanently set to 60 degrees Fahrenheit - regardless of it's location, any heat applied to kyunstrine will radiate until reaching that point, and if a collection of kyunstrine is chilled, it will spontaneously warm until reaching that temperature.

Kyunstrine is prized for it's many different variations and properties - kyunstrine is especially highly prized as a fuel source, where it replaces the usage of andasium as an interstellar starship fuel due to kyunstrine's inherent latent connection to the Weave. Kyunstrine's connection can be tapped into with sufficient technology and methods; allowing starships to take advantage of the connection and "ride it", briefly transferring into the Weave and allowing travel along the various Weave paths between systems. This degrades the kyunstrine being utilized, causing some of it to shed off it's matter as radiation. Larger ships require larger pools of kyunstrine to travel, with larger amounts of kyunstrine decaying into radiation with every jump, forcing the use of strong radiation shielding in the interior engines of the starships that utilize the Weave. However, as a standard starship fuel, kyunstrine is considerably useless compared to andasium. Kyunstrine holds little value in chemical fuel, and when used as such, burns up quickly; in this capacity, andasium is still widely use as a substellar starship fuel for travel between planets.

Another considerably valuable property of kyunstrine is it's value to the few Weavers that can take advantage of it; kyunstrine can be absorbed into salts to create a Weave hypercharged dust, which in-turn can be processed into a potent aerosol. Kyunstrine aerosols of a usable quality take considerable time and effort to create, though are extremely valued as a recreational and hallucinogenic drug to non-Weavers that possesses little danger on it's own - though repeated use will cause risk of benign tumor growths within the areas used to intake the drug. When used by Weavers however, it strengthens the connection between the Weaver and the wider Weave, enhancing abilities on a short-term timescale. Experienced Weavers with the knowledge to do so utilize Kyunstrine aerosol to establish a strong psychic connection with the Weave, communing with the Weave for a variety of purposes ranging from precognition, communication with Entities, or intergalactic communication with other Weavers who are utilizing the same methods.

Tanthsirite[]

Tanthsirite is an uncommon and highly radioactive mineral which, alongside kyunstrine, is generated by the presence of Dreaming Space. Unlike kyunstrine, however, creation of tanthsirite is entirely dependent on the presence of Twisting Space - making tanthsirite a Darkweave-connected material in comparison to kyunstrine's neutral Dreamweave connection. Tanthsirite is much like kyunstrine in composition; it's composite elements are unknown, and it's unusual properties result from heavy Darkweave saturation that causes the material to behave in a particularly strange manner. Tanthsirite is known to be extremely cold to the touch, and entirely resistant to changes in temperature and pressure - whereas kyunstrine merely is highly resistant to such temperature changes and immediately reverts itself, tanthsirite cannot be changed, and shaping tanthsirite requires either extremely sharp and durable tools or methods that require Dreamweave proficiency to utilize.

Tanthsirite comes in two forms - processed, and unprocessed. Unprocessed tanthsirite is the natural state of tanthsirite; forming massive, uncut crystalline dypyramid prismatic formations within natural formations. Tanthsirite formation is extremely fast and begins immediately, with the ultimate size of tanthsirite crystals dependent on the amount of time a region has remained under the influence of Twisting Space. Unprocessed tanthsirite is extremely dangerous; highly radioactive, tanthsirite experiences decay unless stabilized, and has a variety of effects on individuals that are mundane and lethal. Short-term exposure to tanthsirite can cause nightmares, mood swings, and minor migraines, while long-term exposure is capable of causing cancers, mutations, quicker aging, and degeneration associated with consistent exposure to the Darkweave. The most alarming symptoms of tanthsirite exposure comes in the form of the Shadow-Born, which results from multiple generations of exposure to tanthsirite deposits.

Processing tanthsirite requires Weaver intervention; utilizing the Weave, a Weaver can stabilize tanthsirite and render it's dangerous qualities inert. This results in the creationf of processed tanthsirite, which is utilized for a variety of purposes. Processed tanthsirite is prized for it's energy-intensive nature and it's connection to the Darkweave, which makes it particularly potent as an energy source for weaponry. Weavetech utilized in weaponry is usually fueled by the presence of a tanthsirite crystal, which can augment the lethality of weaponry against organics, and while it does little to augment weaponry past this quality on it's own, tanthsirite can be combined with other Weave-enchanted materials to generate a variety of effects. Tanthsirite is, however, too expensive to render harmless and shape on a scale fit for large-scale military use, and thus remains primarily a luxury for individuals with the knowledge and know-how to utilize tanthsirite for domestic and military usage.

Aedritase[]

Aedritase

Psionic Weather[]

Psychic Murmur, Psychic Harmony, and Psychic Storms[]

Because the Weave is uniquely connected to Eupherion's galactic biosphere and is regarded as "moving", the term psionic weather applies to a phenomenon that manifests according to the movement of the Weave. Psionic weather is present throughout the galaxy, and efforts to block psionic weather are generally unfeasible, presenting a considerable challenge to individuals sensitive to psionic weather. Psionic weather can have a variety of effects and manifestations, and the vast majority of psionic weather is not visible nor is it physically present within the "mundane" plane. More intense psionic weather can be sensed by Weavers, however, and the most intense psionic weather phenomena can cause a physical manifestation in the universe and generate a pocket of Dreaming Space. The most intense are psychic storms, which can vary in size from kilometers to several light years across.

The first and most common variant of psionic weather is the psychic murmur, which is a phenomenon characterized by a sudden withdrawal of Weave energy from an area. This creates a vacuum effect that can be keenly felt by any Weavers or sufficiently weave-sensitive individuals in the area - this generally results in a sudden loss of power, a feeling of weakening connection to the Weave, and in some cases, a complete disconnection from the Weave. Psychic murmurs generally cause sudden feelings of nausea and incompleteness, and murmurs will cause "itches" in the individuals that are caught up in a psychic murmur. Weavetech that's within a psychic murmur will generally weaken, and weavetech that is improperly reinforced against a psychic murmur has a potential to cease functioning entirely. Ships are generally forced to avoid psychic murmurs due to their effects against weavetech, and psychic murmurs are able to be tracked by trained Weaver navigators or specialized technology.

The opposite of a psychic murmur is the psychic harmony; where instead of a sudden withdrawal of Weave energy from an area, an area experiences a sudden increase in flow and saturation of an area. Psychic harmonies strengthen connection between an individual and the Weave, and sometimes strong enough psychic harmonies are capable of generating new Weavers by creating a permanently stronger connection that ends up increasing Weave sensitivity. Psychic harmonies create calming and soothing sensations when Lightweave-based, and when Darkweave-based can enhance emotional states. Weavers that are caught within a psychic harmony generally experience greater power as their connection strengthens and they can draw further energy from the now-greater reserve of power that surrounds them. Ships travelling within a psychic harmony are capable of travelling at much greater speeds both substellar and interstellar, and thus pathways that intersect with a psychic harmony are generally prioritized.

Psychic storms are another form of psionic weather, generally associated with psychic harmonies though can commonly be found unrelated to a psychic harmony. Sudden active movements of Weave energy within an area can excite the energy around it; if this creates a cascading effect where energy suddenly begins to show more and more volatile movement, this will eventually result in a psychic storm. Psychic storms are extremely volatile and often extremely large - the very smallest are hundreds of kilometers across, and the largest can stretch between several hundred systems. Travel within a psionic storm is dangerous, potentially lethal, and can cause the sudden destruction of all weavetech used within a psionic storm. Psionic storms are, unlike murmurs and harmonies, entirely visible to the naked eye and are physically present within the universe. Travel within a psionic storm is extremely uncomfortable to weave-sensitive individuals in general; causing extreme pain, fatigue and nausea, and more extreme symptoms such as hallucinations and comas.

The effects of psionic weather on individuals is entirely dependent on their sensitivity to the Weave - individuals afflicted by weave-deafness are entirely unaffected, while extremely sensitive individuals are at risk of lethal side effects from sufficiently intense weather patterns. Luckily, psionic weather is capable of being detected, measured, and predicted much like regular weather, with special instruments and technology. Psi-metereology as a result is a successful and much-needed career as a result of psionic weather.

Dreaming Space[]

DreamingSpaceDark

A section of Twisting Space influenced by the Darkweave

Dreaming Space (sometimes referred to Twisting Space when under the effects of the Darkweave) is the term used to refer to a unique spatial anomaly that results whenever the Weave draws close enough to the physical universe so as to start directly affecting the space around it. Dreaming Space is a very rare phenomenon that occurs under little-understood physics and circumstances; the Weave is generally regarded as moving around, though how it can draw close enough to cause the creation of Dreaming Space isn't particularly well-known or well researched. Dreaming Space acts as a highly potent nexus of Dreamweave energy; experienced and well-studied Weavers who know of the phenomenon's existence and exactly where they will occur seek out locations of Dreaming Space so as to augment their abilities and soak in the residual amounts of Dreamweave energy that spread out throughout the stars whenever it occurs. Dreaming Space locations, wherever they appear, are often locations that are viciously fought over by the Veiled Coven and the Amber Crown as to claim rights over their powers.

In terms of physics, Dreaming Space notably behaves rather oddly. Thermodynamic laws become bent out of shape in Dreaming Space, and hyperspace routes twist and shatter under the effects. FTL travel via the Weave is also messed with; because the Weave and normal space are so close together, ships that travel through the Weave and come across locations of Dreaming Space may be prematurely ejected from the Weave and into normal space - whenever this occurs, an intersection of the Weave and physical universe is threatened due to the starship in question crossing directly from one plane into the other, and may result in the creation of a Nexus. Dreaming Space is also a notable hotspot for Weave Entity activity; and oddly enough, Astral Entities are particularly attracted to Dreaming Space locations, making Dreaming Space highly dangerous areas to venture inside of. On an extremely rare basis, major Dreaming Space locations may become known as Breaks, wherein the Dreaming Space is large enough that the Weave and the physical universe end up intersecting and resulting in the creation of a Nexus - a site wherein the Weave and the physical universe are both intersecting and have conjoined.

Breaks are highly dangerous areas to venture in. In a Break, Weave Entities are enabled to freely cross over from the Weave and into the physical universe, and some Breaks are known to harbor extremely powerful psychic storms as a result of the sudden cross. Though not particularly dangerous with the Lightweave, whenever Twisting Space is involved - that being the Darkweave - highly aggressive and immensely dangerous Weave Entities are allowed to cross over through the Nexus, causing the Break in question to be immensely dangerous with Weave Entities and major Astral Entities roaming across the Break as long as the Nexus continues to exist. Despite this, Breaks are not avoided by the Amber Crown and the Veiled Coven; Breaks and the Nexuses that are created allow for the direct passageway into the Weave, allowing for transgalactic (and even transdimensional) travel and the direct immersion in unlimited Dreamweave energy, and potential shortcutting to accessing the Ascendancy State, or outright transcendence by directly merging with the Dreamweave.

Weave Life[]

Weave Entities[]

Shuddering Voids, Phantoms, and Unweaver Worms[]

Unweaver Worm

An Unweaver Worm, an extremely violent, powerful, and enigmatic form of intergalactic "dark space" life with a unique connection to the Darkweave

Other forms of Weave Life are known to originate from beyond the bounds of the galactic fringe of Eupherion as well - Unweaver Worms are one such lifeform, being extremely large spectral worm-like entities that are believed to populate the space between Eupherion and it's satellite galaxies. Unweaver Worms appearing within the confines of Eupherion itself is an extremely rare event, though the presence of an Unweaver Worm can spell disaster on a galactic scale. Unweaver Worms are Darkweave monstrosities; they carry psychic murmurs with them as they pass through Weave space, absorbing whatever energy is within range and storing it within their bodies until they eventually perish from over-storage of energy, sending out Weave energy in a massive wave that causes psychic harmonies and psionic storms thousands of lightyears from their death points. While Unweaver Worms are known to exist, they are extremely rarely documented and the vast majority of their existence lies behind theories and equations, making them an enormous existential threat to Eupherion should one ever enter Eupherion itself. It's believed that the existence of Unweaver Worms is a major factor to the unique patterns of psionic weather within Eupherion, and it's believed that the constant push and pull from uncountable Unweaver Worms on the Dreamweave prevents any Ethereal Grid spacelanes from forming outside of the galaxy and presents a unique barrier to wormhole formation and generation within Eupherion, making intergalactic travel a considerable hazard without properly stabilized wormholes.

Other Life[]

Dreamweave-Touched Beings[]

The Dreamweave is more than capable of altering lifeforms in a variety of ways. Dreamweave-touched beings are known for their unique and sometimes destructive natures that set them apart from normal beings of their kind, and are often Weavers themselves as a result of becoming Dreamweave-touched. Oftentimes Weave-touched beings have a dark nature resulting from their condition, and have a much higher affinity towards the Darkweave than they do the Lightweave. This leads to a negative and somewhat justified stereotype of Weave-touched beings, with the majority resulting from the Darkweave due to it's inherently corruptive nature.

While most commonly caused through long-term exposure to Weave matter - especially over generations - these are not the only ways someone can become a Dreamweave-touched being. Certain types of Touched beings can transfer their natures onto others like somewhat of a plague, especially with the Hollowed Hungers who’s natures can be spread through their unique spells. Others can become Touched by interactions with Dreamweave entities, especially of a darker nature. This is often how Lichdom is begun to be through the Weave, with aspiring Darkweave liches gaining the knowledge to undergo such a transformation after a worthy sacrifice to a powerful Darkweave entity. Others can arise from circumstance or be forcefully Touched, an example of which are the Undead who are usually little more than shambling bodies kept animated by Darkweave energy.

Touched beings usually have negative connotations about their existence due to the wide variety of typically evil beings who’s natures are inherently destructive. Hungers and usually liches require actively harming others to continue existing, undead are seen as disturbing due to being walkin corpses, and Shadowborn have a tendency towards destructive behaviors as a result of their conditions. The existence of Hungers and liches are a fairly popular topic within the ranks of such organizations as the Amber Crown and the Chiral Order. The former finds the existence of Touched beings to be fascinating and looks towards the creation of Lightweave-touched beings, while mercenaries and assassins of the latter are often paid inordinately high sums of money to hunt down and remove presences of especially dangerous Touched beings.

Certain types of Touched beings are fairly separate from the others; avatars and deities are especially powerful Touched beings who’s natures are so closely intertwined with the Weave that they're sometimes considered one and the same. Avatars are extremely rare anomalies with no known reason for their occurrence, and are intrinsically tied into either the Lightweave or the Darkweave to the point their actions often influence the Weave as a whole. Avatars are rare, with no known way to tell whether or not an Avatar exists let alone who one is, with only a handful of recorded potential instances existing even since before the Zalax era. Deities are more powerful instances of Touched entities, and were Weavers so powerful they transcended death to join the Weave itself with their spirits actively influencing the structure and natures of the Weave with their presence. Deities, as indicated by their name, are often the subjects of worship throughout several pantheons throughout the galaxy.

Shadow-born[]

Shadowborn are individuals who’s exposure to Weave matter has left them in a Darkweave-attuned state that affects their bodies. Shadowborn are most commonly created through over-exposure to unprocessed Tanthsirite deposits over long periods of time; normally, exposure to such a material creates health problems such as cancers and organ degenerations, though a population kept alive over generations will begin to produce Shadowborn children. The importance of tanthsirite in modern society means that large deposits have entire communities focused around the mining of tanthsirite, and as such, Shadowborn are relatively common Touched beings who’s existence teeters between acceptance and rejection in outside communities.

Shadowborn can be characterized by their unnaturally dark and monochromatic skin, drained of color and usually fairly dark in complexion. Their eyes may either retain the same color as normal members of their species, or in rare occasions, glow shades of red, purple, or blue. Behavior-wise, a Shadowborn of the first generation will usually reflect behaviors associated with Darkweave corruption; unprovoked aggression, bipolar attitudes, and amplified negative emotions. Shadowborn that are further down the line become more and more in-tune with their natures, retaining their normal behaviors as if they lacked corruption whatsoever. Shadowborn are generally potent in Darkweaving and possess considerable potential in dark magic.

Hollowed Hungers[]

Undead[]

Undead is a term that refers to the various once-living creatures that had been animated by the Darkweave either through random occurrence or purposeful actions by beings with necromantic powers. Undead beings are diverse in many different ways; some undead continue to rot after their reanimation while others are preserved by their energies, some undead are mindless bodies who can only comprehend orders while others remain as purposeful and intelligent as they were in life, some undead are weak fleshbags while others have their strength boosted by their condition. The state of undeath, as such, is a diverse condition and is often sought after by the most powerful darkweavers for promises of immortality and breaking of bonds; conquering their own nature as living beings is seen as the final obstacle in the domination of the Darkweave and.

The Undead are a (relatively) recent creation in Galactic history; normally, the Darkweave was incapable of resurrecting individuals due to it’s destructive nature. When the Tyahrano began their experience, they inadvertently hybridized the Darkweave with other chaotic energies, and expanded the scope of the Darkweave’s capabilities. The art of dealing with Darkweave magic that revolves around the undead is known as necromancy, and all modern necromancy stems from the practices of the Tyahrano who’s teachings continue to be taught by elder Darkweave entities who had first-hand interactions with the Tyahrano during their tyrannical rule of the galaxy. Tyahrano used necromancy to great extent at their height; many of the highest ranking members of the Tyahrano sealed themselves inside sarcophagi and became liches, and the Tyahrano were capable of repeatedly raising entire planetary populations as undead over and over again, committing genocides to fuel their armies.

Undead are extremely resilient to a number of effects that were harmful to the living; poisons couldn't harm an undead, and for lower-functioning undead who didn't retain their living intelligence, assaults against the mind were ineffective. Undead did not need sleep, they could not be paralyzed or stunned from non-magical sources, disease was completely ineffective against an undead (with some undead being reservoirs for diseases themselves) and some undead could not be permanently killed by ordinary means either. As a magic, necromancy is reviled by most cultures of the galaxy for their own reasons; for example, the Zalax saw it as disgusting perversions of life, though at the fall of the Zalax some Zalax weavers turned to the magic to save themselves and their family. Necromancy is powerful, but an extremely seductive art which can't be easily put down.

Lichdom[]

Avatars[]

Deities[]

Relations to Aberric Energy[]

Societal and Cultural Impacts[]

Views on Weavers[]

Weaving in Domestic Use[]

Military Usage[]

Thorggrak Knights[]

The Thorggrak Knights, also known under their official title as the Ageless Knights of Thorggrak, Society of the Ragged Blade is an order of knighted warriors serving under the allegiance of the Torrentium as an elite force of Weavers specifically trained in the arts of combat and culture, a resurrection of ancient Zalax Kindred traditions. A somewhat religious and generally monastic order, the Thorggrak Knights are the guardians of the Ragged Blade on the planet Thorggrak, a Weave Altar of extraordinary prestige that lends it's name to the Thorggrak Knight's official, ceremonial name. The Thorggrak Knights are not the only Weaver sect within the Torrentium military, though are by far the most elite - in combat proficiency, the Knights are only matched by the Orag Katheg, the specially grown and trained supersoldiers that form the Torrentium's royal guard. The Knights are extremely militaristic, consistently devoting their lives to the perfection of the art of war, though are by no means barbaric. The Knights revere the ancient Zalax traditions of battle-spirit and warrior culture; believing in victory through intelligence and honor, and thus the Knights are known to be considerably cultured and reasonable in their dealings and are never found being outright brutal in their conquests.

The Knights form the vast majority of none-Drupvarix soldiers in the Torrentium, with the Torrentium recruiting potential Knights from valid Weave-sensitive individuals throughout their territory at the cusp of adulthood. Future Knights are inducted and drilled relentlessly before undergoing official training to become a Knight, and the Knights receive considerably funding from the Torrentium government - they have their own dedicated fleets, worlds, and stations wholly disconnected from the wider Torrentium military. Knights fight with specialized weavetech weapons of their own design, and are fully educated in the craft, maintenance, and components of all Knight weavetech for upkeep purposes. The Knights fight in specialized decorated power armors, each one an individual mark of the warrior that wears it, and the Knights prize individuality in every armor set. Knights utilize a variety of weapons in infantry combat; from Weavetech ranged weaponry to blades of all manner of crafts, and officers within the Knights are entirely authorized employ standard Torrentium military assets in their operations.

The Knights entirely reject the concept of the Lightweave and the Darkweave being separate entities, the standard philosophy of the Amber Crown and the Veiled Coven they compete with. Rather, the Knights believe in the total unity of the Dreamweave, and freely utilize both sides of the Dreamweave, never fully committing to either variation of the Weave. The Knights are known to collect and stockpile sources of arcane knowledge, and own one of the largest reserves of arcane knowledge of Essence, Chaos, the Dreamweave, and various other occult topics that they dutifully study and learn in their training. The Knights frequently come into conflict with the Amber Crown and the Sira Zenith over this knowledge, however - the three organizations frequently battle over custody of such knowledge, and the Knights are considered to be a minor player in the vast, Gigaquadrant-wide shadow war between the Amber Crown and the Veiled Coven.

Void Corps[]

VoidCorpsSigil

The seal of the Xrykorian Void Corps

Officially known as the 1st Weaver Regiment of Ashaan, known colloquially as the Void Corps is a special operations branch of the Second Xrykorian Alliance military based on the bioluminescent moon of Ashaan. The Void Corps is a highly elite regiment who's trained in planetary and ship-to-ship warfare, working closely with the other branches of the SXA military in various other operations. The Void Corps is composed entirely of Weavers recruited from across the territory of the SXA - not only is the Void Corps among the most diverse units within Eupherion's various militaries, but the Void Corps also contains the most weavers of all Weaver-based military regiments and units within the galaxy as well. Upwards of 3 million Weavers all compose the Void Corps, divided into the standard army group -> corps -> division method common throughout galactic militaries. Unlike the Thorggrak Knights they typically engage in battle, the Void Corps are not entirely devoted to war, but are a volunteer force with heavy military special forces training; making them numerous and elite compared to the militaries of Eupherion, but average compared to the Thorggrak Knights.

Organizations[]

Amber Crown[]

NaShavaSeal

The seal of the Amber Crown

The Amber Crown, also known as the Sacred Servants of the Crowned Core and the Aeternal Order, is the most well-known and legendary organization associated with the Dreamweave. The Amber Crown are a quasi-religious order of scholars, warriors, and mystics who dedicated themselves to the study and preservation of Essence and the Dreamweave; as such, the Amber Crown closely associate themselves with the Lightweave and shun the usage and presence of the Darkweave. The Amber Crown date back hundreds of thousands of years, and are the oldest active organization that continues to exist and function with an age that predates the Zalax. The Amber Crown are the "galactic custodians" of Eupherion, preserving the secrets of the Dreamweave, Essence, and vigilance in the eternal fight against the influence of the Ozax. The Amber Crown adhere to a rigid hierarchy consisting of a variety of ranks - from the Neophytes, who make up the student cadre of the Amber Crown, to the Masters, who make up the upper echelon's of the Amber Crown's ranking structure. The Amber Crown make their home at the galactic core of Eupherion, in a variety of Cahrinvaeri-built structures and stations that orbit the supermassive black hole of the galaxy's galactic core.

The Amber Crown has been tested by many trials throughout history and has remained intact; from the Old Order predating the Zalax themselves, to the New Order formed after the destruction of the Old Order by the hands of Kharaahk. The Amber Crown have reached their hands across the galaxy with representatives in several major nations, and freely abducting infants and recruiting from within nations themselves to bolster their ranks. Fueled by their philosophy on the Lightweave, the Amber Crown act as peacekeepers and protectors of Eupherion; threats of a galactic nature are dealt with by the Amber Crown, and major wars are steadily downplayed and ended by the influence and council of the Amber Crown. Even in the modern day, several nations are known to be under the control of the Amber Crown whether they know it or not. The Amber Crown has engaged their much darker, Darkweave counterparts - the Veiled Coven - in a shadow war across Eupherion for tens of thousands of years; the Veiled Coven forming from within the ranks of the Amber Crown's New Order themselves, and the two monastic orders waging a massive and bloody shadow war to prevent the other from taking over the galaxy and allowing either side of the Dreamweave to "tip the balance" and gain dominance. Even in the modern era, the Amber Crown instigates wars between it and the Veiled Coven, and entire civilizations have risen and fallen according to the will of the Amber Crown.

Veiled Coven[]

SiraZenithSeal

The seal of the Veiled Coven.

The Veiled Coven, also known as the Dark Order and the Penumbra Sect, is a large and organized monastic order who utilize and worship the Darkweave. The Veiled Coven, much like their Lightweave counterparts of the Amber Crown, are a quasi-religious order composed of a variety of dark scholars and warriors, and they too dedicate themselves to the Darkweave much like how the Amber Crown dedicates their lives to the Lightweave. The Veiled Coven differs philosophically from the Amber Crown in their interpretation of the Dreamweave; whereas the Amber Crown believe the Dreamweave to be a sentient force of order and the "soul" of Eupherion's galactic spirit and the source of all Eupheric life, the Veiled Coven's worship derives from the belief that the Dreamweave is power in its most primal and incarnate form; the power to destroy and create, and the power to ascend to a form of godhood. As a result, the Veiled Coven believe whole-heartedly in the usage of the Dreamweave to one's own ends and the pursuit of power at the expense of all others; a dark religious quest to obtain godhood through the Darkweave. Though as dedicated to the preservation (and exploitation) of the secrets of the Dreamweave as their counterparts, as well as the fight against the encroaching powers of Aberric Energy, the Veiled Coven have also engaged in a silent, yet undescribably violent, shadow war against their Lightweave Amber Crown counterparts for thousands of years; having orchestrated the rise and downfall of entire empires, and battling the Amber Crown in all manner of forms from political to military.

The Veiled Coven are long considered to be evil; by far the most infamous of all Darkweave religions, and their adherence to the Darkweave has long lead to their corruption and the twisting of their psyches on a spiritual and mental level; the Veiled Coven have long since lost themselves to the power and seduction of the Darkweave, and act as such. Their members are often seen as the physical demonstration of the power of the Darkweave, and the order itself is constantly victim to backstabbing, infighting, and all manner of self-destructive habits that have resulted from the grasp of the Darkweave on the order itself.

Structures and Technology[]

Weave Altars[]

Tombs[]

Weavetech[]

ThorggrakBlade

Blades used by Weaver sects, such as this Thorggrak Knight blade, are powered by the Weave and are unusable by non-Weavers because of it.

Weavetech refers to the various technological marvels that utilize the Dreamweave as a source of power or function. Due to the nature of the Dreamweave, being a source of potentially limitless power depending on how it's utilized, Weavetech makes up a vast majority of the technology within Eupherion. Weavetech is generally regarded as superior over most non-Weave alternatives and equivalents, and as such, the development of Weavetech is considered a massive step in the development of civilizations and their development towards the galactic stage. Weavetech composes many forms of electrical systems, structures, weapons, ships, buildings, devices, or other constructs; though the method of how varies, Weavetech is generally defined as any high-tech equipment that no longer relies on electricity to function, but rather the Weave instead. The most notable application of Weavetech in known Eupherion's history would be at the hands of the Cahrinvaeri Builders, who integrated their technology seamlessly with the Weave and achieved true immortality, near godhood, and a near technological singularity despite never having major ventures outside of Eupherion. The most widespread usage on the other hand, are Weavetech weapon systems - the vast majority of civilizations in Eupherion, both organic and inorganic, utilizes the Weave (the Darkweave specifically) to power weapons and devices of mass destruction, and Weave-based directed energy weapons are almost the norm within Eupherion.

Notes[]

Quotes[]

Add some!

The Dreamweave is quite interesting in how it permeates through the fabric of reality. I have many hypotheses of its connection with Liminal Energy and Void Energy, though more study would be required to actually test them. Perhaps the Amber Crown or the Veiled Coven would be willing to let me do some in-person research on their abilities.

- Dr. Nu'Iva Shal, Master Mystic and Planeswalker of the Unified Alliance of Enlightenment

I believe that this is yet another result of the third's mistake. There are many shards that pull from it...some with delusions that they will one day ascend and become whole. Those of the light are too far gone. However, those that embrace the dark might be willing to understand the truth. If not, then they shall be consumed like the rest.

- Ara Maya, Goddess of the Void, Matron of Void Energy, and Overlord of the Abyss.

SUCH POWER... A FEAST FOR THE AGES. TOO BAD WE WERE TOO LATE.

- Knavsivvan

Gallery[]

Trivia[]

  • The Dreamweave was conceived to bring true magic methods to the Fictionverse.
  • The Dreamweave was heavily inspired by the Force and the magic schools of Elder Scrolls.
  • Some concepts of the Dreamweave were inspired from Psionics from Aoshtai Wiki.
  • The Dreamweave was originally known as Psia, which had no interesting qualities of its own so North reworked it into the Dreamweave.
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