Weavers use creativity to cast spells. They take various qualities, which they call aggregates or—more colloquially—threads, and weave them together to get a desired effect. A weaver might have access to the aggregates of shields and moonlight and weave them together to create a spell of calming, secretive protection. If they also can pull a thread of hate, they can turn it into a spell of vengeance that comes in the night. Weavers make their spells up as they go and thus are always unpredictable. They are the artistes of the vislae.
Weavers can also learn a few premade spells to give themselves something to fall back on, the way a fantastic fencing master might carry a pistol at his side. Just in case.
The Order of Weavers is a collection of almost-unrelated cells. Each cell has its own hierarchy, its own rules, and its own outlook. Each is quite independent, but rarely hostile to the others.
Players who really want to stretch their creativity will love to play Weavers. They probably think well on their feet. They face fewer constraints. But weaving is more taxing than casting traditional spells. Choose this order if you like the idea of being able to do a few magical things with few limits rather than more things that have strict parameters.