Weavers

Faction Description   A thieves guild that operates in most cities in at least some capacity, they are publicly denounced by all, while privately making back deals for leadership. They are primarily a smuggling group, while also dealing with thieves, assassins, and other underclass types.   They are so named the Weavers as they needed a legitimate occupation to operate under, and many of its more public members are tailors, and basket weavers, smuggling goods through their crafts.   Important NPC’s
  • The Top Hat (faction head)- Known only by the alias "The Top Hat," this individual is the feared leader of the notorious criminal syndicate known as the Weavers. His true identity remains a closely guarded secret, hidden behind a veneer of mystery and intrigue. The Top Hat is renowned for his ruthlessness and cutthroat nature, ruling over his criminal empire with an iron fist. With old ties to the queen, he possesses knowledge and secrets that make him a dangerous ally or a formidable enemy.
  • Necktie (right hand)- the Top Hat's most trusted confidant and enforcer, AKA Victor Montague, is a figure both feared and respected within the criminal underworld. Known for his impeccable sense of style, always wearing a perfectly tailored suit and a meticulously tied necktie, he exudes an air of cold confidence. He is an expert in coercion and intimidation, utilizing his physical prowess and persuasive skills to enforce the will of the Top Hat. Behind his suave demeanor lies a ruthless pragmatism, as he carries out acts of violence and retribution without hesitation. With a keen eye for detail and a penchant for strategy, The Neck Tie ensures that the Weavers' operations run smoothly and that any who cross their path face dire consequences.
  • Main Party Contact- Kid with evil sword from NPC book
Faction belief/dogma
  • Honor amongst thieves- anyone outside the weavers is fair game to cheat and steal from, but never betray a weaver.
  • Honesty with your brothers- we keep others secrets, but there can be no secrets within the weavers
  • play in the shadows, never the light- do not draw unwarranted attention to the weavers, and if you are caught, take its secrets with you to the grave.
Faction Goals
  • To turn a profit and nothing more
Faction strength and influence
  • They have a presence in almost every city, and extensive contacts within every level of local government and authority.
  • They have a very large fund of gold and goods
Faction weakness/ limitations
  • Cannot rule openly, and there are limits to what their contacts are willing to do.
  • They are not equipped for direct combat or battle, and would be destroyed rather quickly if their enemies were able to pin down the weaver's leadership, or turn their contacts loyalty and lure them into a trap.
  • Without strong centralized leadership and a system, the entire weavers guild would likely fall to infighting, and the organization would collapse.
Roles/ titles within the faction
  • Top Hat- faction leader
  • Necktie- the right hand
  • Polished Shoes- local leaders
  • Cuff Links- enforcers and thugs
  • Workman Shoes- smugglers and other unskilled member
  • Weavers Enforcer
How to Join Faction
  • must complete a test or challenge of skill, and answer questions within a zone of truth sphere.
  • Moving up in the faction depends on your skill set, and how useful you can prove yourself to be.
Other Notable NPC’s in faction
  • Lenny the Tailor. A gruff but skilled tailor who operates the front of the guild's garment business. He is responsible for managing the inventory and finances of the clothing trade, as well as keeping up appearances to avoid drawing too much attention to the guild's smuggling operations.
  • Sara the Seamstress. A master seamstress who works in the back of the tailor shop, Sara is responsible for producing high-quality clothing that the guild uses as a cover for their smuggling operations. She is fiercely loyal to the guild and has been known to protect its interests at all costs.
  • Hank the Fence. A shrewd businessman with a talent for acquiring and selling stolen goods, Hank acts as a middleman between the guild and other criminal organizations. He is a key player in the guild's smuggling operations, using his contacts to move illegal goods through the city unnoticed.
  • Jack the Pickpocket. A nimble and skilled pickpocket, Jack is a low-level member of the guild who specializes in stealing small items and valuables. He is often tasked with scouting out potential targets and gathering intel for the guild's more complex heists.
  • Maggie the Muscle. A fierce enforcer with a talent for intimidation, Maggie is responsible for keeping the guild's operations running smoothly. She ensures that members stay in line and punishes those who cross the guild's leadership. Despite her fearsome reputation, she is fiercely loyal to the guild and will do anything to protect it.
  • Vince the Smuggler. A veteran smuggler with a talent for navigating the city's back alleys and secret passages, Vince is a key player in the guild's smuggling operations. He is responsible for transporting goods in and out of the city without drawing attention, and has a network of contacts that he uses to evade the authorities
Other Notes  

  • The Brigade as an order does not have an opinion on the  Weavers, as they are in essence a collection of individuals. However those individuals simultaneously have  no problem being hired out to hunt down Weaver members and hideouts, while also buying their products. 
  • The weavers accept that they are an outlawed organization, and so usually dont take their persecution personally, and are readily available to bribe or make deals with Brigaders to ensure their losses are not quite as severe as they might otherwise be. 

Tolerated

  • Publicly the governments of each city condemns the actions of the Weavers and the crimes the commit. However behind the scenes, they depend of the Weavers connections, networks and supplies to get the materials they need, as well as smuggle their own goods to avoid the kings taxes. 
  • The Weavers enjoy the freedom of movement, lack of oversight and widespread corruption on the local level that infests the independent cities. They themselves control a few of the smaller villages through puppet Barons, and they are more than happy to provide service to the more powerful barons at the expense of having a few "Do not Touch" individuals to stay on their good side. 

Un-Friendly

  • The Arcane Eye is opposed to the Weavers, who often steal artifacts or sell knowledge (which should be freely given to those who are worthy, knowledge has no price). As a result, they detest the forced interactions when they have to buy needed artifacts from the Weavers.
  • The Weavers do not care for the superiority complex displayed by most mages, nor do they like the insistence of their own stupidity because they didn't go to school. They enjoy making fools of the mages, stealing from them, out smarting them, and forcing them to buy back their possessions.

Enemies

  • The Kings Rangers have been actively hunting down the Weavers in every way that they can, with limited success. They are opposed to everything the Weavers stand for, and are looking for any opportunity to destroy them. 
  • The Weavers also find the Kings Rangers vexing, as unlike the other factions and individuals (even within the kings court), the Rangers cannot be bought or bribed. This has proven problematic to their operations, and likewise is always looking for something that can disrupt or distract the Rangers from their pursuit of the Weavers illegal activities.