It is an irrefutable fact that, throughout the many wars that various times and places have seen, the bloodiest, fiercest, and most destructive wars are rooted in religion. Homes, cities, lands, even entire peoples have been destroyed under the justification of being a 'holy war'. As new war strategies and destructive innovations were created, religious fervor threatened to wipe all races from the earth. In a last-ditch effort to survive, desperate diplomats from all the races, savage and civilized alike, came together and formed FAITH.
FAITH was founded to smooth relations between the worshippers of the different gods. Though it was known that personal feuds couldn't be stopped, the large-scale wars were targeted for prevention. Through diplomacy, coercion, bribery, magic, and some luck, FAITH's goal was attained: all-out war was stopped. Not to say that there was no more death or destruction due to religious disputes, but in a world where religion exists, that would be impossible.
As with all organizations in times of emergency, FAITH had been efficient, effective, and focused. But, as with all organizations after times of emergency, the leaders became lax in their duties. Instead of promoting understanding, they forced tolerance. The proactive group became nothing but a bunch of long-winded talkers, spewing out meaningless resolutions and infeasible decrees. However, they still do their job: they keep the majority of the populous in line in terms of religous hatred. Whether it is due to their efforts or just due to the races as a whole become more peaceful (or lazy?) is unknown.
Nowadays, FAITH rests on its past achievements, reaping the benefits of their ancestors. Though many who join have good intentions, just as many join for its plethora of advantages, diplomatic immunity being one of the more enjoyable. All 12 gods see representation in most local chapters of the guild, even if a given god isn't favored by the locals. Though it seems a paradox that diametrically opposed clerics can meet peacefully, it is observed that those who belong to FAITH are less fanatic and more diplomatic than their bretheren.
People visit their local FAITH for many reasons. It functions as a generic place of worship if a church for one's specific deity is not close by. It serves as a hall for the various religious holidays, observances, rituals, and gatherings. Healing can be found here, though higher-level magic (and sometimes even a simple cure spell, depending on the town) may be hard to come by; most people make due with skilled Heal checks and medicine. FAITH has jurisdiction over grievances involving religious disputes, as well. Most have libraries containing all kinds of religious literature; those in larger cities can be quite impressive. FAITH is the sponsor of various charitable activities, such as aiding the poor, tending the sick, and housing orphans. Depending on the area, some FAITHs also ask their attendees to be Spirit Donors to fuel magic items of healing and the like. Volunteers carry around special contigency-based spirit stones that cast Spirit Trap on them when they die. FAITH insists that despite claims to the contrary, one's soul is not harmed in this process. Spirit Donation is a voluntary process, though some FAITHs are willing to pay people to donate. |
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Game Info Most guilds have straight-forward sources of power: the Graven Expirators control a vast network of assassins, the Blood Brothers hide behind political alliances, the Techsmiths defend themselves with powerful technology, and the BSA holds sway over all magic-users. FAITH, however, pull much more sinister strings: the heart of the common man. The vast majority of sentient beings gravitate toward one religion or another. The calming influence of FAITH can be turned to fervor. The strongest sword and the mighiest spell can still drown in a sea of frenzied, screaming humanity. Such a cataclysm has never been attempted, but many shudder at the thought.
Leader There is no single leader for FAITH; it is ruled equally by the 12 leaders of each god's church following. When a given leader is otherwise occupied, a second- or third-in-command will often assume the post. The HQ is located in Somnofaust in Oriensolum. |
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