All Weavers of the Academy begin the structure of their ability with story with one of the markers of the path. This is used at the beginning of ANY attempt to use weave as a physical thing, drawn or held if premade. Choose one of the following and add the appropriate words and grow your title, for example Tessica: Fabulist of the Unseen Path of Myth.

The Unseen Path

The path of safe travel, hidden journeys and perilous paths: Weavers that choose this path are sought after by questors and scurryfolk the land over.
Gain the following core word – Translocation
Gain the following combat word – Armouring
Gain the following predetermined performances

Name: Softstep
Magnitude:
1
Word: Translocation
Description:
The very first tale that those who walk the Unseen Path learn to spin is one that hides their footsteps. By speaking the story of the appropriate mythical figure, the Weaver ties their footsteps to that legendary journey rather than the one they are currently walking. They, and any companions who follow their footsteps exactly, leave their footsteps in the ancient place rather than the physical world.
Effect: The Weaver and any companions who follow their footsteps leave no physical trail.

Name: The Way is Home
Word:
Vigorousness
Magnitude:
2
Description:
It is an undeniable truth that for those who walk the Unseen Path, the road must itself serve as their home. Perhaps it is unsurprising that many of them learn how to make that a literal reality. By spinning a tale of hearth and home, the Weaver is able to turn the path into a place of comfort, safety and security for them and their companions for as long as the tale is told.
Effect:
The Weaver and their companions do not suffer any penalties for fatigue whilst walking so long as the tale is told. In addition, this movement does not count for the purposes of Wounds becoming unhealed.

Sight of the Long Walker

The Sight of distant places, seeking hidden words and knowledge and watching the actions of others: Weavers that choose this path are called to action by commanders and Investigators alike!
Gain the following CORE word – Divination
Gain the following COMBAT – Debilitation
Gain the following predetermined performances

Name: Around the Bend
Magnitude:
1
Word: Divination
Description:
By glimpsing ahead into the Weave of themselves and their companions before they set forth on a journey, the Weaver is able to get a sense as to whether there will be any knots in the path; this requires a strong sense of the means of transportation which will be employed, and the stories of those who are travelling with them. Once ascertained, this gives the Weaver insight as to whether or not they are likely to be ambushed.
Effect: The Weaver will get an answer to the question of whether an ambush is waiting in the next step of one set journey.

Name: The Familiar Hearth
Word:
Divination
Magnitude:
2
Description:
The Weaver tells the story of a place that they know well; they must have rested there at least once in their life. As they do, the Weaver and any people listening to the story get a vision of the current state of the hearth they rested at and the surrounding environment. This is a clear and accurate picture of the place as it currently is, and may allow for snippets of conversation to be gleaned.
Effect:
The Weaver and anyone listening will receive a description from the ref of the hearth being studied.

Distant Messages

The Distant Messages call forth the words of those that spoke but are now passed, send ideas and images across great distance and pluck the words of others out of the air. They are needed by many for their gifts of communication and spycraft.
Gain the following CORE word – Messages
Gain the following COMBAT – Tacticus
Gain the following predetermined performances

Name: A Brief Word to Distant Ears
Magnitude:
1
Word: Messages
Description:
With the first use of this weft, the Weaver is able to entwine their words with the Weave of another. Only one other person can be ‘entangled’ in this way at a time, lest things start to get very Strange, but whilst this is in effect the Weaver can recast this effect to pass 10 words directly to the ear of the other so long as they remain within one day’s travel of each other.
Effect: The Weaver will be able to pass messages as indicated above – usually with the aid of a walkie talkie.

Name: The Hidden Message
Word:
Control
Magnitude:
2
Description:
One Weaver may use this effect whilst another is weaving their Tale, or else they may weave this first and then use their own. This is a tale of subterfuge and deception which serves to quell the Weave in the area, settling it down and making it seem steady and mundane. In this way, other Weave effects may be hidden from prying eyes.
Effect:
A further two Magnitudes of effect are required to spot any Weave magic cloaked in The Hidden Message.

Burial for the Fallen

The Burial for the Fallen summon the skills and memories of those that have fallen, send messages back through the weave to distant days and conjure the spirit of soldier and common folk alike. They are ably used by Priest and Archivist alike.
Gain the following CORE word – Death
Gain the following COMBAT – Debilitating
Gain the following predetermined performances

Name: The Final Word
Word:
Death
Magnitude:
1
Description:
It is often the task of those who follow the path of the Burial for the Fallen to bring an ending to a tale which was cut off before its due; to conclude a story that was left untold. After such a tale has been encountered, the Weaver may recount it to the best of their ability and at the end conclude it with but a single Word to lay the tale to rest.
Effect:
Any restless spirits, ghosts or similar undead whose work has been concluded by the efforts of the Weaver or their companions are immediately passed on to their final resting place.

Name: Eulogy for the Lost
Magnitude:
2
Word: Wisdom
Description:
It is a sad truth that oftentimes the Weaver may come across the bones of those who have fallen with no clue as to who they are or what their tale might have been. Through means of a brief conversation with the dead body, in which the Weaver recounts the circumstances which led their paths to cross, this can be rectified – at least to some small degree.
Effect: At the culmination of the effect, the corpse will speak its name and the circumstances of its death.

Burgeoning Refuge

The Burgeoning Refuge offer ways into the weave and paths to those places where ancient parts of story dwell, never having been used and never having been seen before. This is the ancient magic of the Zuuls, built long ago by the Mockingbird Lords. This path is the most and least powerful or effective of the paths.
Gain the following CORE word – Oaths
Gain the following COMBAT – Armouring
Gain the following predetermined performances

Name: The Weft of the Weave
Word:
Oaths
Magnitude:
1
Description:
Those who walk the path of the Burgeoning Refuge must first learn to sense where the Weave enters the world. Through means of telling a very simple story and seeing how it resonates with the Weave, the Weaver may ascertain whether the barrier between the real and the unreal is indeed thin in the region.
Effect:
The Weaver will receive confirmation of whether or not they are in or near a Zuul or other entrance into the Weave.

Name: Asserting Reality
Magnitude:
2
Word: Control
Description:
There are all manner of Strange and unreal creatures in the world. When such a being has been identified, it is the duty of those who would make the world a Burgeoning Refuge to refute such creatures. By tying clear and concise facts which are beyond reproach and which are cornerstones of the Weave in the world to it, a weapon can be imbued with the power to banish such creatures.
Effect: A single weapon brandished may be used to call ‘Weave’ for one encounter.