The Charities

Some falter by not giving. Others falter by not receiving.

Terminus 13:5

Faction Overview

A stranger stumbles through an archway made of black stone and carved with runes. Before him is a old man dressed in white. The man puts his arm around the stranger and silently guides him forward. The stranger’s mind feels fuzzy, and can’t seem to focus on his surroundings.

“It’s alright, you belong here. Let me assist you.” Says the elderly man. The stranger sees a cottage in the distance, which the old man guides him to and takes him in. Others are there sitting around a table, before several others also in white. The elder looks to others in white and speaks again, “This is the last one, night has fallen. We can now begin.”

The Charities are the most accepted of the factions across the world. More than just non-confrontational, they aid and give support wherever they travel. Many towns and cities have Charity monasteries, where people may learn and find peace in the world.

Although the most devout Receivers and Givers of the Charities typically spend their time in mediation, libraries, or serving, there are those who must journey and take a more proactive approach to serving the world and its people. 

 

 

Beliefs

  1. The Cycle of Darklights grants opportunity to grow.
  2. Destruction of natural order leads to destruction of self.
  3. Serving others is the highest virtue, and in it lies the secrets of creation.

Goals

The Charities mission is to ease others suffering and discomfort. Their belief is rooted in a faith of the world – Shakai. To them, she is not just the world which they walk, but a personage who is suffering. They believe that through the natural cycle, the unraveling of Shakai and the Planes may be stopped.

Rank and Renown

Among the Charities, there are two major classifications. Those who Give, and those who Receive. All are Receivers, who take what they have Received and Give. After years of giving, more gifts are Received, until one attains a rank of Giver.

 

Life of Giving and receiving

It is common for members of the Charities to seek opportunities to help others as they travel. As such, they are often welcomed and appreciated by all who cross their path when they journey.

  •  Your living expenses are covered at a Modest Lifestyle. This can be provided at a monastery if there is one, or among a friendly commoner household.
  • If a location you are traveling through has an Ita Mark, you are expected to help Usher people through for at least 1 dusk before leaving.

Gift of Soul

Renown 1+

Soul Welding for you is free.

You receive Necrium tattoos around your belly.

Gift of Journey

Renown 4+

It is free for you to transport via Ita Marks. You always know the distance and direction of the nearest Ita Mark. For 1 hour when you have exited an Ita Mark or if you are within 5 miles of one, your movement speed is doubled.

You receive Necrium tattoos around your ankles, calves, or feet.

Gift of World

Renown 8+

You receive a powerful magic item that only you can be attuned to.

You receive Necrium tattoos around your wrists.

Gift of Life

Renown 12+

1/day, As an action, you can tap into the Anima that gives life to the world. Grass, trees, bugs, and other things of nature glow to your vision as you softly pull small amounts of Anima from everything around you and gather it together in your space.

Doing this gives you a soft white glow of dim light in a 5ft radius as ribbons of fluid white Anima flow around you.

You receive a number of charges equal to your proficiency bonus, which persists for 1 minute. While you have ribbons of Anima, on your turn (no action required) you can spend a charge to cause a ribbon of Anima to heal a creature within 5ft of you, 1d8 hp. The ribbons can’t heal constructs. If the creature is undead that would normally receive partial healing, instead they still receive the full healing from this ability.

A creature can be healed by more than one ribbon, though each ribbon can only heal once per round. Additionally, you can sacrifice a ribbon and cause it to remove one condition from a creature within the radius. Once a ribbon has been used in this way it disappears and can no longer be used to heal for the duration.

You receive necrium tattoos around your chest.

Gift of Truth

Renown 16+

After 2 weeks of downtime which is spent training with Givers among the Charities, you learn [secrets pertaining to session 1].

You receive necrium tattoos around your face and/or head.

Gift of Purpose

Renown 20, Level 14+

Your spirit has grown through it’s charity. You receive +2 to Dexterity, Constitution, or Wisdom, and your maximum for the ability score you choose is also increased by 2.

You receive necrium tattoos around your arms and/or back.