Era of the Woven
Plot Guide

Overview

Era

What This Page Is

This is a compendium of the site's plot progression, past and present, including major events, important threads, unresolved mysteries, and ways to get your characters involved in the site's current plot. It is meant to give both new and returning members a clear sense of where the story has been, what the world currently knows, and where there is still room for characters to make an impact.

You do not need to read every archived thread or memorize every detail to participate. Each era is organized to give you the important context first, with links to relevant threads if you want to dig deeper into a particular event, character, mystery, or plotline. Sections such as What Characters Know can also help separate common in-character knowledge from information that is more limited, hidden, or intended primarily for players.

Story So Far is a living record rather than a closed history. As the site plot moves forward, new events, discoveries, rumors, and opportunities for involvement will be added here so members can always find a current point of entry into the story. If you have a thread you think should be included but currently isn't, or if you're unsure where something belongs, feel free to contact staff.

Current Plot Era

Era of the Woven

Current

Current Snapshot

For five centuries, humanity has lived beneath the benevolent gaze of the Loom, a god not of flesh and bone, but of order, design, and perfect control. It was the Loom who promised more than survival. They promised safety. Purpose. A city untouched by the ruin beyond its boundary. In the heart of Embrathis, their chosen mages have woven that promise into radiant streets, gilded towers, sacred temples, and a society so carefully ordered that most citizens cannot imagine life beyond the pattern they were born into.

But not all are counted among the Loom’s blessed.

Those born with natural, organic magic are taught from childhood that their gifts are sickness. Their power is called unstable. Their bodies are called fragile. The treatment pressed into their hands is named mercy, a necessary medicine meant to prolong lives that would otherwise burn out beneath the strain of magic too wild to bear. To most of Embrathis, this is simple truth. The Loom protects. The treatment preserves. The city endures because divine wisdom keeps it whole.

The Unwound know better.

Hidden beneath the city’s polished surface, the rebellion has spent generations fighting a quiet war against the god everyone else worships. They know the treatment is not medicine, but poison. They know it is meant to suppress, weaken, and eventually erase those whose bloodlines diverge from the Loom’s design: organics, deviants, variants, and anyone whose existence proves humanity was never as neatly woven as the city pretends. They know detox can reclaim stolen power, but only through agony, danger, and loss. They know the Council, with rare exception, remains unaware of the truth. They believe the boundary around Embrathis is not simply protection, but prison.

For years, the Unwound have survived in secrecy. They have hidden their people, burned their dead, smuggled knowledge through shadows, and searched for any sign that a world free of the Loom might exist beyond the city’s edge. They have waited, planned, and endured because open war against a god they don't know how to defeat is not a thing one begins lightly.

Now, waiting may no longer be enough.

Across Embrathis, organics have begun dying in impossible numbers. What first seemed like tragedy has become pattern. Places of safety and celebration have all become sites of bloodshed, panic, and mourning. Rune-marked zealots have emerged from the shadows, speaking of a goddess no one in the city was taught to know: Sylphae. Her followers do not merely oppose the Loom. They seem determined to slaughter organics by the tens of thousands, and their rituals have already proven capable of reaching across the city with devastating force.

The old lies are still standing, but the ground beneath them has cracked.

Most citizens still believe in the Loom’s benevolence. They still accept the treatment as mercy. They still look to temples, Councilors, Sergekeepers, and familiar laws for answers. Yet corpse-coal smoke lingers over the city’s grief, and whispers have begun to sharpen in taverns, courtyards, mourning houses, and locked rooms. Some fear the Loom has withdrawn its favor. Some fear the cult of Sylphae has only begun to reveal itself.

The Unwound fear something worse.

They are trapped between the god who has quietly poisoned them for centuries and a new divine power that wants them dead far faster. Their secrets are becoming harder to keep. Their allies are fewer than they need. Their enemies are no longer all hidden behind temple walls and holy doctrine. And as Embrathis mourns, doubts, prays, and panics, the quiet war beneath the city begins to move closer to the surface.

The pattern is unraveling.

And no one yet knows whether what waits beneath it is freedom, ruin, or something far stranger than either.

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What Characters Know

Most Citizens

To most people in Embrathis, the Loom remains the city’s divine protector.

The treatment given to those with organic magic is still understood as medicine: a necessary mercy that allows Organics to survive powers too dangerous for their bodies to bear. The boundary around Embrathis is still believed to be a shield against the dying world beyond. The Council still governs. The temples still stand. The Loom is still worshiped as the architect of humanity’s survival.

The recent deaths have shaken the city, but they have not shattered that faith for everyone.

Most citizens know that Organics have died in staggering numbers. They know that Determination Day became a massacre, that a treatment clinic exploded, that rune-marked attackers have appeared, that Councilor Angelique de Montclair died in a horrific ritual, and that the Starfetcher’s masquerade ended in blood. Many have heard the name Sylphae by now, though few understand what it truly means. They know that the appearance of green veins under someone's skin may mean their minds have been infected with the doctrine of Sylphae.

Rumors are everywhere.

Some fear the Loom has withdrawn its favor. Some blame cultists, rebels, corrupted magic, foreign influence, or divine punishment. A small amount may even believe organic magic is meant to be purged. Most are frightened, grieving, and desperate for someone in power to offer answers that make sense.

The Unwound

The Unwound know the city’s holy story is a lie.

They know the treatment is not medicine, but poison. They know the Loom is not benevolent to Deviants, Variants, or anyone whose existence falls outside the pattern it has chosen for humanity. They know the Council, aside from their rebel leaders who remain Council members, are unaware of the truth. They know the boundary around Embrathis is not only protection, but imprisonment.

For generations, they have fought a quiet war in the shadows: hiding people, smuggling truth, surviving detox, preserving forbidden knowledge, and searching for any possible way beyond the Loom’s reach.

Now their war has become more desperate.

Sylphae and her cultists are killing Organics openly, brutally, and in numbers the Unwound cannot ignore. The Loom remains the old enemy, but Sylphae has become the immediate threat. The rebellion is trapped between the god who has been poisoning them for centuries and the new divine power trying to slaughter them by the tens of thousands.

Player Knowledge

Players may know more than most characters, but generally know all the same information a well-informed character knows. There is very little meta knowledge outside of character knowledge.

The treatment is poison. The Loom is responsible for it. The utopia of Embrathis is built on control, suppression, and carefully maintained lies. However, this is not common in-character knowledge. Characters should only know the deeper truth if they have learned it through play, or belong to the Unwound.

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Major Events

01 ◆ Determination Day

Every winter solstice, the people of Embrathis gather in the courtyards of the city’s temples for Determination Day. It is meant to be sacred, festive, and familiar: a day when every citizen stands beneath the Loom’s divine attention and allows the god to reach into their mind, measuring who they are, what they need, and what magic is best suited to the life before them. For many, nothing changes. For others, the Loom reshapes their magic according to temperament, circumstance, purpose, or need.

This year, the festival became the first great fracture in the city’s perfect story.

Across Embrathis, one hundred and forty thousand people died within moments. Roughly four percent of the city’s population fell where they stood, collapsed in apparent agony, choking as if the breath had been stolen from their bodies. Every victim was an Organic.

Just moments later, the Loom entered the minds of its people for its typical assessment, not with explanation, but with overwhelming grief. Its sorrow moved through the city like a divine wound, profound and compassionate, touching the survivors with the anguish of a god mourning alongside them.

No clear answer came. What should have been a holy celebration became a citywide mass death event, leaving temple courtyards filled with panic, anguish, unanswered prayers, and the terrible comfort of the Loom’s heartbreak.

At the time, no one knew why it had happened.

They only knew that the Loom had reached for them, as it always had, even as the organics took their final breaths.

Read Thread

02 ◆ Quality Assurance

In the wake of Determination Day, grief had not yet settled before another disaster tore through Embrathis.

A treatment distribution clinic exploded.

The building became fire, smoke, screaming, and ruin, with patients and workers trapped inside. As others fled, Gurvand, Enara Sharpe, Wulfric, Kalem, and Therru either remained within the danger or ran into it, fighting to pull survivors from the burning wreckage before the clinic could become another mass grave.

But the explosion was not the only threat waiting inside.

Among the smoke and wreckage were people marked in runes, attacking those still trapped within the clinic. These were not frightened victims or ordinary criminals. They moved with purpose, killing through the chaos, and declaring that all Organics must die.

The defenders fought back.

The rune-marked attackers were defeated, and most of those trapped in the clinic were saved. Yet the answers left behind were worse than the fire. From one cultist’s body, Wulfric recovered a strange rod of antilumium, an object no one yet understood.

Determination Day had been horror without a face.

The clinic gave that horror hands, voices, weapons, and unknown purpose.

Read Thread

03 ◆ This World is Not Made for You

After the clinic explosion, the Council could no longer treat the violence as isolated tragedy.

Councilor of Justice Wulfric issued a call to action, asking civilians to aid the Sergekeepers in investigating the explosion, the rune-marked attackers, and the growing evidence that something organized and dangerous had taken root within Embrathis.

Enara Sharpe answered.

What began as civic duty quickly became something far heavier. The city was grieving, frightened, and desperate for answers, but the truth waiting beneath the clinic’s ashes was not simple. The attackers were not ordinary criminals. Their hatred of Organics was deliberate. Their purpose was religious. Their violence pointed toward something larger than a single act of terror.

By stepping into the investigation, Enara stepped onto the first thread of a conspiracy that would lead from the burned clinic to the revelation that Embrathis was facing a threat no one in power fully understood.

Call to Action
Read Thread

04 ◆ How the World Works

The investigation led Enara Sharpe to a living witness: someone who claimed to know what had happened at the clinic, but who refused to speak to anyone about it.

By the time Enara reached her, someone else was already there.

A strange man, Caen, had come before her, and he was not there to question the witness. He was there to silence her. Enara arrived just as he injected the woman with an incurable, fast-acting poison, leaving only moments before the truth died with her.

In those final moments, the witness spoke to Enara.

The rune-marked attackers were not merely zealots without direction. They belonged to a cult devoted to a goddess no one in Embrathis had been taught to know: Sylphae.

With that name, the shape of the crisis changed. The clinic explosion was no longer only violence. Determination Day was no longer only mystery. Something divine, or claiming divinity, had begun moving through the city in secret, gathering followers and turning its will against Organics.

The witness died before she could tell everything, but she lived long enough to give the horror a name.

Read Thread

05 ◆ To Ashes and Blood

The search for answers led Enara back into the ruins left behind by the clinic explosion, this time alongside an Outrider named Emery and Councilor of Justice Wulfric himself.

There, among ash, blood, broken stone, and the remains of violence no one could afford to misunderstand, the investigation uncovered more than debris. Enara found a journal detailing an invocation to Sylphae, confirming that the name spoken by the dying witness was not rumor, delusion, or desperate fear.

It was worship.

The journal also gave meaning to the strange antilumium rod recovered from one of the clinic cultists. The object was called Sylphae’s Blind: a tool capable of creating an area of invisibility.

With that discovery, the danger became sharper. The cultists were not merely fanatics lashing out in the dark. They had doctrine. They had rituals. They had tools designed to hide their movements and protect their work.

The ruins had not finished speaking.

And what they revealed made it clear that Sylphae’s followers were organized, prepared, and already far deeper in Embrathis than anyone wanted to believe.

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06 ◆ Barn Raising

The threat of Sylphae did not remain buried in ruins for long.

In the farmlands beyond the city’s gleaming heart, screams drew Ynes, Thalassa, and Therru toward a barn where something terrible was already underway. Inside, they found Councilor Angelique at the center of a ritual, her body marked by strange green veins under her skin and her purpose horrifyingly clear.

She was not confused. She was not acting by accident. Whatever had brought her to that place, Angelique seemed entirely herself as she gave her life to the working.

A powerful cultist stood between the rescuers and the ritual, and though Ynes, Thalassa, and Therru fought to stop what was happening, they could not reach Angelique in time.

The sacrifice was completed.

Angelique died in the ritual, but her death was not the end of it. It was the offering.

What happened in that barn proved that Sylphae’s followers were not only hiding in the cracks of Embrathis. They could reach into places of power. They could claim someone from the Council itself. And they were willing to spend lives, even their own, to make something far larger happen.

Read Thread

07 ◆ The Ordinary Breath Before

For one ordinary breath, Embrathis continued as it always had. People worked, prayed, shopped, studied, laughed, woke, cooked, mended, labored, and moved through their lives with no warning of what was coming. There was only the familiar rhythm of daily life.

Then, all at once, Organics began to die.

Across homes, streets, markets, farmlands, offices, workshops, classrooms, taverns, temple steps, and beds, the same horror that had defined Determination Day struck again. Breath failed. Pain took hold. Bodies collapsed where they stood, sat, slept, or reached for the people nearest them. No district was untouched. No class was spared. No healer could move quickly enough to stop a death that seemed to arrive everywhere at once.

Seventy thousand more organics were gone before the city could understand what was happening.

The ritual in the farmlands had not ended with Angelique de Montclair’s death. It had reached across Embrathis with devastating force, proving that Determination Day had not been an isolated catastrophe, but the beginning of a pattern.

The living were left with mourning, corpse-coal smoke, unanswered prayers, and the dreadful certainty that if it had happened twice, no one could pretend it would never happen a third time.

Read Thread

08 ◆ It's Already Here

By the time Enara Sharpe brought what she had learned to Wulfric, the crisis had already grown far beyond one clinic explosion.

The name Sylphae had surfaced from a dying witness. A journal had confirmed worship, ritual, and the existence of Sylphae’s Blind. The sacrifice in the farmlands had proven that the cult could reach into places of power, and seventy thousand more Organics had died across Embrathis in the same breathless agony as those lost on Determination Day.

The pattern was no longer deniable.

Enara came to Wulfric with the pieces she had gathered, and together they began to face what those pieces meant. This was not a single disaster, nor a handful of isolated zealots. Something organized, divine, and violent was already moving inside Embrathis, and it was targeting Organics with devastating force.

Wanted posters for the assassin became one necessary step, but the larger truth was harder to ignore. Enara had seen too much to remain only adjacent to the secret war.

She was officially brought into the Unwound.

The rebellion’s circle widened at a dangerous time. Sylphae’s threat was no longer approaching.

It was already here.

Read Thread

09 ◆ The Woods Are Dark and Deep

After two mass death events, Embrathis was a city drowning in grief. Still, life did not stop. It could not.

The Starfetcher opened her masquerade, offering one night of music, masks, hidden names, and borrowed freedom. For a little while, the people of Embrathis could pretend to be someone else. They could dance beneath lantern light, speak through silk and secrecy, and step away from mourning long enough to remember that they were still alive.

Then the cultists came.

The attack spilled outward into the crowd, but its first focus was Astrid herself. As guests panicked and civilians were drawn into danger, Astrid defended herself with displays of magical power that should not have been possible, revealing far more than any ordinary mage could explain.

Then Sylphae’s name was spoken.

Astrid vanished.

In the chaos that followed, the masquerade shattered into violence. Guests fled as rune-marked enemies moved through the celebration, and the assassin connected to the earlier poisoned witness also appeared, leaving her true purpose and allegiance uncertain.

As civilians ran, others stayed.

Wulfric, Gurvand, Therru, Enara Sharpe, Devlin, and those willing to stand between the attackers and the fleeing guests fought to keep the bloodshed from becoming another massacre. Their defense saved many lives, but victory did not come cleanly.

Therru, Mend Marshal of the Unwound, died from the wounds she suffered that night.

The masquerade proved that Sylphae’s followers were no longer confined to ruins, rituals, or whispered investigations. They could strike at the heart of Embrathis’s public life, pursue targets whose nature remains far stranger than most citizens understand, and turn even a night of masks and music into terror. For the Unwound, the cost became deeply personal.

Read Thread

10 ◆ Wonder Why We Fall and Never Fly

After the bloodshed at the Starfetcher’s masquerade, the Unwound could not afford to wait for Sylphae’s followers to strike again.

Sylphae’s Blind had already been identified as a dangerous tool, capable of creating an area of invisibility, but knowing what it could do was not enough. The Unwound needed to understand how it could be used, how far its threat might reach, and what it meant for a cult already willing to kill Organics by the tens of thousands.

Wulfric called for action from his Unwound.

Larkyn answered.

What began as a mission to test Sylphae’s Blind quickly became something more personal. Larkyn confessed his relationship with Ynes, Councilor of Culture and Education, forcing a private truth into the middle of a much larger war. Ynes was not only a Councilor. She was Wulfric’s oldest friend, someone too close to the heart of Embrathis, and to Wulfric himself, to be treated as a distant political piece.

The question was no longer only how to study the cult’s tools.

It was how to bring someone powerful, beloved, and deeply woven into the city’s public order closer to the truth without destroying her or the Unwound, without handing the Loom another thread to pull.

As Sylphae’s threat sharpened and the rebellion’s losses deepened, the hidden war has become more intimate, more dangerous, and harder to keep contained.

Sylphae's Blind
Read Thread

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Legacy Archive

What You Can Find There
  • Old major plot threads and quests.

  • Past Random Encounter posts and event threads.

  • Older character history and relationship development.

  • The original shape of SoS before the MyBB move.

Visit the Original ProBoards Archive

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Ongoing Mysteries

Embrathis has answers enough to be afraid, but not enough to be safe.

Who or What is Sylphae?

The name Sylphae has been spoken by dying witnesses, written in ruined journals, and invoked by cultists willing to wipe out Deviants and Variants. Yet no one truly knows who, or what, Sylphae is. Is she a forgotten goddess, a new divine power, something born from the world beyond the boundary, or something far stranger wearing a holy name?

How Deep Does the Cult Reach?

Her followers are no clearer. The cult of Sylphae has already reached treatment clinics, farmlands, public celebrations, and even the edges of the Council itself. How many have been converted? How many act from faith, fear, coercion, or desperation? How deep does the cult reach into Embrathis, and how long has it been hiding there?

What is Astrid?

Astrid’s role has become impossible to ignore. The attack at the Starfetcher’s masquerade focused first on her, and her defense revealed displays of magic that should not have been possible. When Sylphae’s name was spoken, Astrid vanished. What is she truly, and why would Sylphae’s followers risk so much to reach her?

Who Does the Assassin Serve?

The assassin remains another unanswered threat. He silenced a witness, appeared again amid the masquerade’s chaos, and left more questions than certainty behind him. Who does he serve? What does he know? Is he loyal to Sylphae, opposed to her, or moving according to a purpose no one has yet uncovered?

What Can Sylphae's Blind Hide?

Sylphae’s Blind has only made the danger stranger. The antilumium tool can create an area of invisibility, but the Unwound still need to understand what that means in practice. How many exist? Who has used them? What can be hidden beneath their protection, and what has already moved through Embrathis unseen?

Only the Unwound know of this rumor.

What Else Has Been Hidden?

Beneath all of it, older questions remain. Are the Spinners, the Loom’s deepest and most devoted servants that act above the Council, truly real, or only rumor sharpened into myth? What lies beyond the city’s boundary? Can the Unwound ever escape the god that built their cage? And if the Loom has been poisoning Organics for centuries, what else has been woven into Embrathis that no one has yet learned how to see?

And above it all... why do divine forces want organic magic wiped out at all?

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Where to Jump In

Embrathis is wounded, frightened, and full of places where new stories can begin.

Characters do not need to know the whole truth to matter. Most people in the city are still living inside the Loom’s version of the world, grieving the dead, fearing for the next disaster, and trying to understand what has happened to Organics across Embrathis. Threads can begin in mourning houses, temples, treatment lines, taverns, markets, clinics, guild halls, government offices, quiet homes, or anywhere the city’s fear has started to touch daily life.

For characters drawn toward mystery, there are rumors to follow and questions to ask. Dead loved ones, frightened witnesses, suspicious behavior, unexplained magic, cult activity, and whispered names can all become the start of investigations, miniquests, or dangerous discoveries. Not every thread needs to uncover a major secret. Even small clues can help reveal how deeply Sylphae’s followers have moved through the city.

For characters tied to faith, government, law, healing, trade, or public life, the city itself needs attention. The Loom’s temples are crowded with grief and desperate prayer. The Council is under pressure to provide answers. Sergekeepers and Outriders have reason to investigate violence, unrest, and suspicious gatherings. Healers, shopkeepers, laborers, performers, scholars, and ordinary citizens all have roles to play in a society trying to keep moving while fear spreads through its streets.

For characters near the shadows, the Unwound are more desperate than ever. Those who know the truth about the treatment may be hiding Organics, seeking allies, surviving detox, protecting secrets, questioning the boundary, or trying to understand how to fight Sylphae without exposing themselves to the Loom. Hidden threads, recruitment moments, quiet tests of trust, and dangerous missions can all grow from the rebellion’s need to act before more people die.

And for everyone else, ordinary life still matters.

People are still falling in love, making enemies, raising families, opening shops, attending festivals, chasing ambitions, seeking comfort, and trying to survive. General threads are welcome and important, especially now. A city under pressure is not only shaped by battles and revelations, but by the everyday choices of the people who live inside it.

Whether your character investigates the cult, questions the Loom, helps the grieving, joins a miniquest, follows a rumor, protects someone vulnerable, or simply tries to live through uncertain days, there is room for them in the unraveling pattern.

Investigate the Main Plot

Plot-related miniquests should focus on investigating specific locations connected to the crisis. Characters might search ruined sites, suspicious buildings, temple grounds, treatment centers, farmlands, hidden meeting places, abandoned properties, or other places where Sylphae’s cult, the mass deaths, or strange magic may have left traces behind.

Possible investigation hooks
  • Following rumors about cult activity

  • Exploring for strange symbols, ritual remains, or hidden spaces

  • Questioning witnesses or survivors

  • Investigating sites of tragedy or attack

  • Bringing concerns to Sergekeepers, Outriders, Councilors, or other authority figures

  • Reporting discoveries to characters who may be able to act on them

Not every investigation needs to reveal a major secret immediately. Small clues, strange encounters, and local disturbances can still help build the larger picture. They don't even need to reveal anything. What matters is getting involved and enjoying yourself with the prompts and personal plots the story presents to you.

Create Personal Miniquests, Explorations, Trainings, and Minievents

These threads do not have to connect directly to the main plot. Personal character goals are encouraged, especially when they create momentum for others.

Characters might
  • Pursue career or guild ambitions

  • Get help in finding clues, important objects, or secret locations.

  • Build alliances or make enemies through clear actions

  • Plan personal rituals, performances, expeditions, business ventures, or social schemes

  • Build new locations

  • Find something they've lost

  • Plan an event

If your character wants something, let them go after it.

Explore the World

Exploration threads are welcome and encouraged. Use the Guidebook, Flora & Fauna, and location lore to send characters into parts of Embrathis they might not normally visit.

Explorations can be used to
  • Discover plants, creatures, materials, or alchemical components

  • Hunt for plot-relevant clues like runes, locations, or objects left behind

  • Visit unfamiliar districts, markets, temples, wild areas, coastlines, or farmland

  • Learn more about local customs, guilds, factions, faith, history, or magic

  • Create danger, discovery, wonder, or conflict

  • Build relationships through shared travel or problem-solving

  • Turn setting lore into something characters can actually touch

Exploration does not need to be passive sightseeing. Let characters find something, disturb something, need something, or come back changed.

Host Events and Make Waves

Players are encouraged to host minievents, whether personal, social, political, magical, dangerous, or ridiculous.

Events might include
  • Vigils, funerals, protests, sermons, weddings, or public arguments

  • Guild demonstrations, performances, lessons, contests, or auctions

  • Parties, festivals, dinners, markets, or private gatherings

  • Search parties, rescue efforts, expeditions, or neighborhood watches

  • Secret meetings, recruitment attempts, betrayals, or tests of loyalty

  • Personal celebrations, games, scandals, duels, ceremonies, or disasters

Big plots are welcome. Small plots that grow are welcome too.

Talk to Important Characters

Characters are encouraged to approach canon characters, officials, rebels, witnesses, mentors, rivals, and anyone else who might help move a story forward.

Ask questions. Bring evidence. Make accusations. Request help. Offer deals. Confess secrets. Start problems.

The world will respond more strongly when characters act on it.

Possible roles to seek out
  • Councilors

  • Unwound Leaders

  • Unwound Marshals

  • Unspoolers

  • The Unwound

  • Runeweaver

  • Ward Commanders

  • Vigilants

  • Sergekeepers

Avoid Passive Roleplay

Quiet, social, and emotional threads are welcome, especially if that's your preferred style of play, but characters should still want things. Active roleplay creates stronger hooks, clearer consequences, and more opportunities for rewards.

Instead of waiting, characters can
  • Choose a side

  • Follow a lead

  • Protect someone

  • Challenge authority

  • Break a rule

  • Start a rumor

  • Make a public choice

  • Take a risk

  • Ask for a thread that changes something

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