Mendicants

Every society needs people who are concerned with the welfare of their fellow man. Many times, this responsibility falls to a society's religious community, and such is the case with the UnderWorld. This Guild is responsible not only for patching wounds inflicted by the many dangerous elements found in the tunnels, but also to generally care for the well-being of the denizens therein. After all, in far too many cases in the real world, getting sick while homeless can be a death sentence. Exposure leads to a worsening of the condition, and the weakness brought about by the sickness itself can easily lead to falling prey to various predators (human, more often than not).

The Mendicants Guild teaches its members medical skills, as well as imparting to them a sense of custodianship for the well-being of their fellow UnderWorlders. They are a religious order, revering God (in the abstract, non-denominational sense), and practicing their caregiving as a matter of religious devotion as well as secular responsibility. Members of this Guild are addressed as "Brother" or "Sister" depending upon their sex.

The Guild takes its name from the fact that most of its members keep no fixed abode, and travel the UnderWorld begging for food and shelter in return for their aid. Mendicants usually have no trouble finding either, since many UnderWorlders view it as a fair trade. Some Mendicants do settle in one location, especially if they believe that it is a location particularly in need of their care and attention

Stats

 * Purview : Healers and Caregivers


 * Traits : Blessed, Calm, Commanding, Friendly, and Tireless


 * Skills : Empathy, Negotiation, Survival, Scrounging, and First Aid


 * Starting Charms : 1


 * Charms : Life Stone, Soup Stone, Protective Incense, Sleep Visor, Free Ride, Begging Hat, and Dousing Rod


 * Special Ability : The Mendicants posses the ability to heal, not just through their skill, but through miraculous means as well. Believed to be a manifestation of the Radiance filtered through the religious beliefs of the Mendicants themselves, this laying on of hands has in some cases even raised the dead.  The Mendicant lays his hands upon the afflicted and performs a Head Count with three coins (modified by any appropriate Defining Traits).  For each success, one wound level is healed. This ability is exhausting: each use delivers one level of temporary wound damage to the Mendicant.  The temporary levels heal at the rate of one per hour