Ryden's merachnids and general supplies (I'm guessing weapons and tools) don't ever come up again. I did at least fix why he requested so many. Leandro kinda eats them -- maybe mention this later on in Ryden's POV (it inserts a hook for the knives as well).
15-T is the ideal place to mention why Thelma wants power (for safety). This bit is really important and so needs to be smoothed over. Between the last and second to last paragraph seems best.
Make it clear in the Valeska segments that the area down below (that she goes through frequently) are catacombs. That just fits all too well with the sleeping Fae. I have a reference there now, but I might need more.
22-B should have clamoring couriers like later sections of the Rhizarium.
28-F doesn't have an ending now -- will want to look at 29-FYB for clues I guess. Difficult since 29 is where they die. Maybe I should just write it out farther until I find something and then collapse to it.
I think the ending of 11-R might be problematic as well, particularly since that plotline doesn't go anywhere, and there are other things that are setting up High Vastwood anyway. Probably the same strategy could work.
Ellis needs to crack more jokes with Sutap and whatnot. Maybe not.
In 28a-P, I don't think Naggirps actually needs power to break through the Valeska barrier. Though they still think they do. Consider possibilities. Just drop it and reframe about convincing Valeska to open her mind.