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Overview

Name fingerprint

Weaving

Type of magic

COMMON TERMINOLOGY:

Thread - the name for a single connection between two points in space/time. Every interaction produces a thread. By sensing the vibration patterns of the Thread, the Weaver may discern its source, nature, and influential outcome. Either naturally or through Weaver intervention, Threads may be severed, leaving a Loose Thread; it is common for sentient beings, especially, to have a number of loose Threads of varying lengths as part of their person, whose vibrations can signify loss of some kind. Either naturally or by a Weaver, Threads may also be thickened, creating a Bound Thread, whose vibrations can signify ties of particular importance. Objects, people, and places that have (or have had) regular interactions tend to produce Strings.

String - the name for a Thread that has been strengthened by regular, natural (i.e., Non-Weaver) interaction. A String is neither positive or negative in nature, but the vibrations of the String may indicate the positive or negative source material that feeds it.

Skein - a bundle of Threads purposefully wound together by a Weaver to create stronger string. A Skein usually implies that disparate threads are connected, usually for the purpose of creating some effect, influence, or outcome that might not otherwise naturally occur.

Knot - a complication in the Thread which disrupts the usual vibrations. A Knot can signify a complicated connection between beings (such as strings severed and rejoined over time), a buried complexity such as a trap or magical influence, or other inconsistencies that denote existing or potential problems. Sometimes called a Bulge.

Bulge - a specific term for a Knot that has been deliberately hidden under other Skein threads, in order to disguise it.

Cut - the act of severing a thread or threads within a Weaving, either naturally (by loss or state change) or by choice (by Weaver intervention). A Cut creates a loose thread, which can be woven into a skein for a stronger connection.

Snapt - a thread or threads that have been cut through unintended means: by a backfire or great counterforce, by poorly balanced tension on a Weaving, or by the death of a Weaver. Such breakings tend to have ripple effects in the surrounding greater tapestry of space and time.

Weaving - a general term (verb) for the act of manipulating Threads, though also (as a noun) a generic term for the finished product of such manipulation whether by a Weaver or through the organic progression of time. When produced by a Weaver, a finished Weaving is sometimes described as a Woven.

Weaver - one who can observe and manipulate Threads.

DEPENDANT WEAVINGS:
Dependant Weavings rely on a connected thread, or Clew, between the Weaver and the Weaving. Dependant Weavings are relatively simple, but are also relatively short-term in lifespan.

Mooring - the object, place, or person with which the Weaver is connected, though the word is also used to refer to places of significant natural stringing. Moorings are typically, but not always, stationary. In addition to being artificially connected, Moorings can also be naturally-forming over time, as a Weaver threads and develops strings of consistent interaction. Examples are gathering places such as taverns or port towns, important people, favorite tools, etc.

Hitch - the act of deliberately tying a Clew to a Mooring, this term also refers to the specific Weavingwork that connects. A Hitch may be complex or simple.

Clew - a Thread that connects from a Weaving to the Weaver. A Clew allows the Weaver to maintain contact with a Weaving, usually to interact with a Weaving from a distance. Types of Clews may include wards, wayfinding measures (similar to getting back out of a maze), or monitors.

Kite - a Weaving, left at a distance to create an effect, but connected to the Weaver by a Clew. A Kite allows the Weaver to influence the effects of the primary Kite in some way, such as triggering an effect from afar in a trap or surprise, or creating an invisible shelter or shield that follows the Weaver around.

Anchor - A Weaving, left at a distance, which creates an effect on the Weaver despite the distance. An Anchor allows the Weaver to be influenced or affected by the distanced Weaving. Examples would be a ward on a door or drawer (where the Weaver would know that someone had attempted entry), or a wayfinding device, to help the Weaver find their way back.

INDEPENDANT WEAVINGS
Independant Weavings are initially woven by the Weaver, but are not connected to them directly. A Weaver may engage the Weaving in post, but Independant Weavings are designed to last for a long time.

Ball - a Weaving designed to be left behind or given away (similar to a landmine, a packed lunch, or a mailed package.) The Weaving is designed to be independent of the Weaver once completed, requiring no further intervention by the Weaver. A Ball Weaving is usually tied to the thread of a place, person, or object that anchors the effects.
Difficulty: Depends
It can be a relatively simple Weave if it is designed to continue a single, repetitive effect (such as a lamp, or a clock).
It can be a medium-complexity Weave if a trigger creates a specific temporary one-time effect (such as a landmine, or a stand-alone ward).
It can be a difficult Weaving if the effect must continue for prolonged periods of time, or react/change to particular input (such as a poison, a cure for a disease, or a love spell).

Rope - A Weaving designed to be taken with the Weaver, in order to allow them to connect at will to the effects in some way (similar to a landline, or a walkie-talkie). Though the Weaver isn’t necessarily tied to the Weaving, they are able to carry the skein with them and monitor or trigger the effects.
Difficulty: Medium to Hard
In order to maintain both the rope and the Weaver’s connection to it, the Weaver must continuously monitor the Weaving itself.
Weavings bound to inanimate things or living things below a certain will level require less concentration, as those threads are less likely to alter. However, they will still require attention and repair, as even mundane environmental effects will wear on the Rope.
Ropes bound to living things of a certain will level (such as sentient beings) provide additional difficulty as the threads of these creatures, when paired with sentience, resist long-term tampering.
Consensually-bound ropes, such as mental links, however, are unusually strong and are difficult to disrupt.
Ropes of any kind are more effective over distance, as their relative thickness of skein provides a stronger connection to the source.

Types of Weavings
Traps
Wards
Deconstructions : are exactly that: a process of unraveling the threads that bind something, to take it apart in some way. Deconstructions are used for cleaning, for
Assemblages : Assemblages are Weavings that tie different threads together for some purpose
Machinations : Weavings designed to exist on their own. Golems

info

Overview

Details about this magic's overview

Name fingerprint

Weaving

Type of magic

COMMON TERMINOLOGY:

Thread - the name for a single connection between two points in space/time. Every interaction produces a thread. By sensing the vibration patterns of the Thread, the Weaver may discern its source, nature, and influential outcome. Either naturally or through Weaver intervention, Threads may be severed, leaving a Loose Thread; it is common for sentient beings, especially, to have a number of loose Threads of varying lengths as part of their person, whose vibrations can signify loss of some kind. Either naturally or by a Weaver, Threads may also be thickened, creating a Bound Thread, whose vibrations can signify ties of particular importance. Objects, people, and places that have (or have had) regular interactions tend to produce Strings.

String - the name for a Thread that has been strengthened by regular, natural (i.e., Non-Weaver) interaction. A String is neither positive or negative in nature, but the vibrations of the String may indicate the positive or negative source material that feeds it.

Skein - a bundle of Threads purposefully wound together by a Weaver to create stronger string. A Skein usually implies that disparate threads are connected, usually for the purpose of creating some effect, influence, or outcome that might not otherwise naturally occur.

Knot - a complication in the Thread which disrupts the usual vibrations. A Knot can signify a complicated connection between beings (such as strings severed and rejoined over time), a buried complexity such as a trap or magical influence, or other inconsistencies that denote existing or potential problems. Sometimes called a Bulge.

Bulge - a specific term for a Knot that has been deliberately hidden under other Skein threads, in order to disguise it.

Cut - the act of severing a thread or threads within a Weaving, either naturally (by loss or state change) or by choice (by Weaver intervention). A Cut creates a loose thread, which can be woven into a skein for a stronger connection.

Snapt - a thread or threads that have been cut through unintended means: by a backfire or great counterforce, by poorly balanced tension on a Weaving, or by the death of a Weaver. Such breakings tend to have ripple effects in the surrounding greater tapestry of space and time.

Weaving - a general term (verb) for the act of manipulating Threads, though also (as a noun) a generic term for the finished product of such manipulation whether by a Weaver or through the organic progression of time. When produced by a Weaver, a finished Weaving is sometimes described as a Woven.

Weaver - one who can observe and manipulate Threads.

DEPENDANT WEAVINGS:
Dependant Weavings rely on a connected thread, or Clew, between the Weaver and the Weaving. Dependant Weavings are relatively simple, but are also relatively short-term in lifespan.

Mooring - the object, place, or person with which the Weaver is connected, though the word is also used to refer to places of significant natural stringing. Moorings are typically, but not always, stationary. In addition to being artificially connected, Moorings can also be naturally-forming over time, as a Weaver threads and develops strings of consistent interaction. Examples are gathering places such as taverns or port towns, important people, favorite tools, etc.

Hitch - the act of deliberately tying a Clew to a Mooring, this term also refers to the specific Weavingwork that connects. A Hitch may be complex or simple.

Clew - a Thread that connects from a Weaving to the Weaver. A Clew allows the Weaver to maintain contact with a Weaving, usually to interact with a Weaving from a distance. Types of Clews may include wards, wayfinding measures (similar to getting back out of a maze), or monitors.

Kite - a Weaving, left at a distance to create an effect, but connected to the Weaver by a Clew. A Kite allows the Weaver to influence the effects of the primary Kite in some way, such as triggering an effect from afar in a trap or surprise, or creating an invisible shelter or shield that follows the Weaver around.

Anchor - A Weaving, left at a distance, which creates an effect on the Weaver despite the distance. An Anchor allows the Weaver to be influenced or affected by the distanced Weaving. Examples would be a ward on a door or drawer (where the Weaver would know that someone had attempted entry), or a wayfinding device, to help the Weaver find their way back.

INDEPENDANT WEAVINGS
Independant Weavings are initially woven by the Weaver, but are not connected to them directly. A Weaver may engage the Weaving in post, but Independant Weavings are designed to last for a long time.

Ball - a Weaving designed to be left behind or given away (similar to a landmine, a packed lunch, or a mailed package.) The Weaving is designed to be independent of the Weaver once completed, requiring no further intervention by the Weaver. A Ball Weaving is usually tied to the thread of a place, person, or object that anchors the effects.
Difficulty: Depends
It can be a relatively simple Weave if it is designed to continue a single, repetitive effect (such as a lamp, or a clock).
It can be a medium-complexity Weave if a trigger creates a specific temporary one-time effect (such as a landmine, or a stand-alone ward).
It can be a difficult Weaving if the effect must continue for prolonged periods of time, or react/change to particular input (such as a poison, a cure for a disease, or a love spell).

Rope - A Weaving designed to be taken with the Weaver, in order to allow them to connect at will to the effects in some way (similar to a landline, or a walkie-talkie). Though the Weaver isn’t necessarily tied to the Weaving, they are able to carry the skein with them and monitor or trigger the effects.
Difficulty: Medium to Hard
In order to maintain both the rope and the Weaver’s connection to it, the Weaver must continuously monitor the Weaving itself.
Weavings bound to inanimate things or living things below a certain will level require less concentration, as those threads are less likely to alter. However, they will still require attention and repair, as even mundane environmental effects will wear on the Rope.
Ropes bound to living things of a certain will level (such as sentient beings) provide additional difficulty as the threads of these creatures, when paired with sentience, resist long-term tampering.
Consensually-bound ropes, such as mental links, however, are unusually strong and are difficult to disrupt.
Ropes of any kind are more effective over distance, as their relative thickness of skein provides a stronger connection to the source.

Types of Weavings
Traps
Wards
Deconstructions : are exactly that: a process of unraveling the threads that bind something, to take it apart in some way. Deconstructions are used for cleaning, for
Assemblages : Assemblages are Weavings that tie different threads together for some purpose
Machinations : Weavings designed to exist on their own. Golems

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