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Six things that came apart

Milestone

The game has had six Callings and one side. It now has two: six Tearers, one for each Calling, drawn and on the site, and not yet choosable.

A hulking horned beast, low and broad, frayed cord and rusted bronze grown into its shoulders and a drover's goad grown from one forelimb, a herd blurring away behind it.Concept art

Zizeeria has never had a villain, and that was not an oversight. The world is held together by the Weave; the Weave tore; the players are the Weavers who can still feel the threads. There is nothing in that to fight, which is a fine premise for a world and a poor one for a Tuesday evening. So the question was put plainly: six good ones exist, what are the six bad ones called, and what do they look like?

The first answer was wrong and worth recording. Asked for dark mirrors of the six Callings, the first sheet drew six people in armour, which is what the phrase suggests and not what the world needs. It was rejected on sight. The other side of this game is not an army of people in different colours. It is what came apart when the Weave tore: bodies that were once bound by it, frayed cord and unpicked thread run through hide and bone and rusted bronze that has grown into them. The Tearers. A side you can choose and play, the way the other games have two, with one Calling for each of the Weavers' six and the same hold on the world turned to harm.

The Warden calms a herd; the Goader drives it into stampede and takes its blows from behind the panic. The Pathfinder reads the land; the Misleader writes lies into it, and a migration led astray is a population that starves in the wrong place. The Reedsinger draws light up out of the water; the Rotsinger draws up rot. The Ashbearer burns the region it fights in and pays for it; the Ashsower burns it and pays nothing. The Binder ties a creature into service; the Unbinder cuts the cord and looses it feral on whatever is nearest. The Chronicler writes the world's history; the Unwriter eats the page.

They are on the Callings page now, each beside the thing it mirrors, with the same role and resource. The portraits are drafts, made the same way the Callings' were and recorded the same way: generated from a written brief, no human pass yet, and the ledger says so on every one of them. The one accent colour is the palette's ember, the red this site already uses to say something is wrong right now, because a torn thread is exactly that.

What they are not, yet, is choosable. A side is more than six Callings: it is the peoples who belong to it, the rule that a character's side follows from its people, and a character screen that offers one side's Callings and not the other's. None of that exists today, so the six rows are written and deliberately not inserted -- six extra Callings on the current screen would be six choices with no side behind them. The peoples of the Tearers are the next thing to draw, and the rule is the next thing to build.