Background

In this campaign you will not select a background to complete your character. Instead your **faction serves this purpose**. The only exception to this is if you are afflicted by The Void, or Arcane Touched, which will be explained below.

Your chosen faction provides you will a set of additional starting equipment, these may be given to you by the faction or some of it may be your own worldly possessions, in addition to that which is granted by your class. Including some gold.

You also gain a feature, a s well as other benefits which are granted to you as you increase in rank. Both of these are further explained in your faction's page.

## Faction Equipment and Features

* 🧙 The Consortium
	+ apprentice robes of the Consortium
	+ a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife)
	+ a borrowed book on the subject of your current study
	+ pouch containing 10 gp
	+ Feature: Library Access
* 💀 The Felstriders
	+ a scroll case stuffed full of notes from your studies or prayers
	+ a winter blanket
	+ a set of dark common clothes including a hood
	+ a shovel
	+ a two-person tent
	+ and 3 gp
	+ Feature: Rustic Hospitality
* 🗡️ The Ivory Chalice
	+ a crowbar
	+ a dagger
	+ a set of dark common clothes including a hood
	+ a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife)
	+ a small stolen piece of jewellery worth 10 gp
	+ a belt pouch containing 5 gp
	+ Feature: Chalice Contact

* 💪The Iron Herd
	+ one of the following: a pair of handaxes, a battle axe or a greataxe
	+ A staff
	+ a hunting trap
	+ a trophy from an animal you killed or an enemy you defeated
	+ a warpaint kit
	+ a set of barbarian's furs and clothing
	+ pouch containing 2 gp
	+ Feature: All Eyes On You
* ⚔️ The Order of Vindication
	+ A holy symbol, a prayer book or prayer wheel
	+ 5 sticks of incense
	+ vestments
	+ A uniform of the Order (traveler's clothes in quality)
	+ a pouch containing 8 gp.
	+ Feature: Knightly Regard
* 🪙 The Paragon and Western Mainland Banking Corporation
	+ a mace or warhammer, engraved with the P&W symbol.
	+ a set of fine clothes
	+ a banker's signet ring
	+ a scroll of employment
	+ a purse containing 1 platinum coin and 15 gp (total 25gp)
	+ Feature: Paragon Banker

* 🩸 The Sanguine Syndicate
	+ a Silvered weapon of your choice of the following: Shortsword, Longsword, Greatsword, Dagger, Rapier.
	+ a uniform of the Syndicate (traveler's clothes in quality)
	+ an Amulet representing the Syndicate
	+ a pouch containing the remainder of your last contract (7 gp)
	+ Feature: Syndicate Contracts
* 🌠 The Shadowstars
	+ a musical instrument (one of your choice)
	+ the favor of an admirer (love letter, lock of hair, or trinket)
	+ a work of your own art
	+ a costume
	+ a belt pouch containing 5 gp
	+ Feature: By Popular Demand
* 🪦 The Tomb Keepers
	+ A wooden case containing a map to a ruin or dungeon
	+ a bullseye lantern
	+ a set of archaeology tools including:
		- a miner's pick
		- a shovel
		- a trowel
		- an excavation brush
		- a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife)
		- a journal
		- a glass jar filled with cloth
	+ a set of traveler's clothes
	+ a walking stick (quarterstaff)
	+ a two-person tent
	+ a trinket recovered from a dig site
	+ a pouch containing 4 gp
	+ Feature: Historical Knowledge

* 🟢 The Verdant Sphere
	+ a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife)
	+ a wooden icon of The Life Mother (considered druidic and holy)
	+ a set of common clothes
	+ a hunting trap
	+ a pouch of herbs
	+ a pouch of animal feed (of your choice)
	+ a walking stick (quarterstaff)
	+ 5 sticks of incense
	+ a belt pouch containing 3 gp
	+ Feature: Druidic Wanderer

## Void Affliction

Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. A moment when you came incredibly close to the void. Now you feel it threatening to consume you, and you fear there may be no hope of escape. Choose a void event that haunts you, or roll one on the Void Events table.

As you are afflicted by the void, replace the **feature** granted by your faction in the list above. Instead you gain the feature: Void Scar

**Void Scar**

Somewhere upon your person, your body is marked by a dark purple (almost entirely black) scar, that appears to be nothing more than a permanent horrible bruise until it is examined more closely. When light is shone directly on the scar and then removed, the scar glows for a few seconds, revealing its nature as a Void Scar. When void entities are close, your scar may sting and burn, but this is not always the case.

Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Choose a void event:

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## Arcane Touched

*Prerequisite: Bard, Sorcerer, Warlock, Wizard (That is not a Consortium Member)*

From birth you were marked by the Arcane, The Weave flows through you and your natural connection to it has been obvious to you since you were a child. You are Arcane Touched. You are connected to the vast knowledge that flows through the Percipience Leyline. From an early age, you were on the run from The Consortium, your parents or guardians somehow managed to help you evade capture by masking your arcane mark. Choose an evasion event or roll one on the evasion events table.

By law, you are considered a rogue mage, having evaded the grasp of the Consortium, who are charged with finding rogue mages and either capturing or killing them. Although your mark can no longer be detected, there may still be ways for you to be found.

As you are Arcane Touched, replace the **feature** granted by your faction in the list above. Instead you gain the feature: **Supressed Arcane Mark**

### Supressed Arcane Mark

Your body and mind is connected to the cosmic library that is the Percipience Leyline, which constantly trickles knowledge into the back of your mind. You may learn random pieces of information about things you see, such as the origin of a ruin or the details of a spell. Your DM will provide you with this information. Also, when you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

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