By CD Skogsberg (cd@alfakonsult.se)
Entropy: Burning the Threads/Re-Weaving Fate. Avoid doing this too much, as this has the same effect as pulling threads from cloth -- at first nothing, but if you pull out enough threads, the cloth falls apart. Re-weaving fate is difficult and in the end it will corrupt the weaver.
Forces: Weaving Power. Power can be woven into the Great Weave to bring fire, light, or other forces into existence. This weaving, along with burning the threads and re-weaving fate, are uses of the weaving that can unravel the Weave itself.
Life: Shaping Life. All that lives has a pattern in the Great Weave, and some of us have the skills to shape and create these patterns. Be wary when creating new weaves -- these things can be possessed by the spirits of the corrupters.
Matter: Weaving Matter. Matter, like life, has patterns in the Weave. Alter or create them, but always remember that unraveling comes to the unwary.
Mind: Awareness. Know that the Awareness of being lets us see the thoughts of others, and influence it. Do not do this lightly, however -- the Sleepers are not toys for your amusement.
Prime: The Power. The power is what allows us to alter the Weave, and this lets us use the power to create and and alter the way things are.
Spirit: The Otherworld. The beings in the Otherworlds are like and unlike us, some fight against the great worms, and some are their champions on the other side of the Gauntlet. Journeying there is a variety on the re-weaving that allows us to step from one place to another when they lie thousands of miles apart. Beware of the worms' servants, however, for they are cunning and skilled warriors.
Time: Chronons. Time is not a stream, no, it is a pearl-band of moments. Between these chronons lies other chronons, and it is here our enemies hide -- the great worms that prey on all humanity's evil and pain. By accessing the empty chronons we can leave patterns in wait -- or ourselves.
Avatar: Stable patterns. There are patterns that remain in their form even after the mortal shape that held them has gone. They are usually able to hold large amounts of the power, simply by virtue of their stability.
Destiny: Knots in the Weave. Some of us are knots in the Weave, altering it without knowing how. Those knots always have some higher purpose.
Dream: Memories. Remember your past lives? Some mages do so, and some just remember tidbits from elder days.
Node: Nexus in the flow. This is a nexus in the flows of the power that coarse through the world. Use it wisely, for it allows you to carry some of the power with you in it's raw form.
They are calm, but they over-focus on the dangers posed by the Fallen. The technomancers are a more immedieate threat to us.
Celestial Chorus: They, too, know of the dangers of the worms. Alas, they put too much trust in their One to be efficient in the war.
Weavers? Those children know of the Adversary, but they need faith in the One too.
Euthanatos: These mages seems to have been trapped and corrupted by the worms, but I do not know enough of them to say if it is so.
-no comment-
Verbena: Our parent tradition, but we have gone far from their views. At least they fight the worms.
The Weavers are a honorable Craft, but that, unfortunately, is all they will ever be.
Technocracy: The Technomancers are our unknowing allies in the war on the worms, but they will bring another end to the Weave if they continue for too long.
They see the threat from the Outsiders, and they fight by our side against them. They may not be members of the Union, but their aid is invaluable. (VE)
Nephandi: The Nephandi serve the worms. They must die.
-no comment-
Werewolves: The Garou know of the threat from the worms -- they claim there is only one, and call it the Wyrm -- and they are our greatest aides. Help them whenever you can. They deserve it.
These mages, though they call themselves Weavers, seems to be the only ones who see the threat from the Wyrm and do something about it.