Faith

A little help from on high.

Cereth - Goddess of Progress

Beliefs: Death is preferable to stagnation.
Structure: Somewhat diminished since the shattering.

Inia - Lady of Preservation

Beliefs: Change is bad.
Structure: Hierarchical, with a very, very strong base of power in Jali, where the high priest is the ruler of the country, and the country has strong influence over it's neighbours.

Megdus - The Destroyer

Beliefs: Don't get so attached to things. Megdus teaches that no one should become overly attached to material possessions. Worshipers of Megdus take a wide variety of approaches to this, with some living a minimalist life, others carefully trading away all their possessions over time and a select few seeking out items that others have become too attached to and removing them.
Structure: There are understated shrines and areas of worship to Megdus scattered across civilised lands, with most run or tended by a priest. The church doesn't have a particularly strong political presence at any level.

Nasset - Bladefall

Beliefs: Nasset is the patron of combat. His church teaches that martial discipline in all forms can be a good and positive influence on an individual, and teaches it's followers to fight well and honourably, but only when necessary. Structure: Nasset's churches often double as training areas for a variety of martial disciplines appropriate to the area they're in. Prayer and more traditional observances are a core part of worship. Each Church is run by a Master-At-Arms, with regional oversight from a Grand-Master-At-Arms. The highest rank in the church is the Supreme-Master-At-Arms, who sits on the Grand Council in Jali. Unlike the Zunite church, advancement through the ranks is made by the recommendation of more senior church members.

Ritt - The Chancer, The Gambler

Beliefs: Chance favours those in motion. Fortune sides with those who dare. Luck is blind. Structure: No fixed pattern for places of worship, shrines and churches about the place often near places where people might gamble or are very much down on their luck.

The Wanderer - The stranger in the dark

Beliefs: The church of the wanderer has but two rules: Permit no tyranny and make an impression. It encourages standing up for what's right and not letting evil happen unchallenged. There are also rumors that there is a third commandment that has something to do with hunting demons.
Structure: The structure of the church of the wanderer is hard to discern. Many of his clerics operate as vigilantes or bounty hunters and as such don't advertise where they operate from. There are shrines all over the place though, often maintained and supported by those who've been helped by a member of the church in the past. It is known that the church has large resources, generous benefactors and a wide reach even if it has few open worshipers.

Zun - The Mighty

Beliefs: The strong should rule the weak. A strong man should never bend his knee to a weaker man.
Structure: Strongly hierarchical, with it's rulership based in the kingdoms it holds to the south. Advancement is mainly through single combat.

Customisations

CustomisationRequirementsDescription
Aura Concealment Gifted

You can control how your aura displays to other gifted. Appearing un-gifted succeeds automatically in most situations but appearing as a member of a different faith requires an appropriate check with a +3 bonus.

You also gain an additional boon per day.

Aura Sight Gifted

You can read the aura of anyone you can see. Without this edge you need to be in physical contact with someone to read an aura.

You also gain an additional boon per day.

Gifted Devout follower of a god

You have been given divine power by their god. You gain 1 boon per day and can purchase further faith edges. Each boon allows a player to reroll a single d6 while making a check.

You can also read the aura of anyone they can maintain physical contact with, which will let you determine if they are a follower or a gifted of a deity as well as their general wellness.

Healer Purifier

You can cure poisons or diseases in others, with each such healing taking a slight toll. Healing multiple people in a short space of time might have some negative effects.

You also get a +3 bonus on checks made to stabilise serious and critical wounds.

Inquisitor Gifted

You can tell if a person who's aura you are reading tells an outright, direct lie. Once per day, you can compel a subject you are in physical contact with to answer their next three questions truthfully, although not necessarily helpfully.

You also get an additional boon per day.

Missionary Gifted

You get the gist of communication made in languages you don’t understand and can make yourself similarly understood. Communication is limited to simple concepts shared with someone your character is in physical contact with to begin with but over time you can understand and communicate more complex information normally. A week of exposure is usually sufficient to become fluent.

Orator Persuasion skill

You can speak convincingly and persuasively on all matters relating to their faith, and gains a +2 bonus on Persuasion checks while doing so.

Precognitive Gifted

You are never caught by surprise and are always able to make an active defence check as long as you are physically able to. Occasionally you will receive a divine warning if you are about to do something that could be a seriously bad idea.

You also gain an additional boon per day.

Purifier Gifted

You are immune to poison and disease and can spend a boon to purify up to 6 servings of food and drink.

You also gain an additional boon per day.

Unstoppable Gifted

You heal at a hugely accelerated rate, recovering from serious wounds in 1d6 hours instead of 1d6 weeks.