Weavers

Weavers

“Knowledge is not enough. It never is. It’s the capacity to do something with that knowledge. To do it perfectly. Absolute timing. With devastating consequences.”

The weavers (also called the first) dwelled upon the world even before the Triple Goddess was born. In the First Age, their isle of Arcadia existed alone, and so they developed without care or even concept of sentient beings other than themselves. Fixed, static, and highly traditional, the weavers value excellence and personal exhibition — performance arts, athletic contests, mathematics, sorcery. Their hubris and unquenchable pursuit for absolute perfection unravelled the world and began the demon invasion, with Arcadia as the nexus. Weavers in lore are known to be good at magic, intrigue, and politics, but bad at ethics and morality.

According to FATE Census, 23% of subscribers play weavers.

Free Racial Stunt

Custodians of Loom: Because I play a learned Weaver, once per game session I can use Weaver (skill) in place of any other skill tied to an in-game mechanic for one roll. The fiction also supports the use of Weaver (skill) to spot hazards or traps before they harm me in old ruins and dungeons. Weaver (skill) replaces Stormcalling on my skill list and has all the advantages of Stormcalling.

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Weavers

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