Murlynd Charitable Society

"The Do-Gooders certainly seem like the kind of thing you'd want if you've got mages running around. Problem is, I don't think they care all that much what their magic does to those who depend on it most. Is it the arrogance of charity or something altogether worse?"   ~Grandmaster Jeren, of The Golden Tower

Structure

There is very little in the way of an organized structure to the Murlynders. The Murlynd sets policy and acts as a sort of face to the various factions and powers that be in Confederation. Murlynders tend to work in loose, geography-based cells that check in now and again with the Murlynd. Within these cells, they work mostly alone or with a master-apprentice arrangement.

Culture

Murlynders are a charitable organization. Their organization is based on trust, with little in the way of oversight.

Public Agenda

They provide magical food for the poorest, they use their magic to fabricate shoddy clothing and shelters, and they even provide magical healing and curing. They uplift the lowest in order to improve the community as a whole.

Assets

The Murlynders have little in the way of money. They exist by charity, eating the bare minimum of real food and eating from the same magical cauldrons from which they feed the poor. They usually pay for favors in the form of services or information rather than in cash.

History

The Murlynders were formed just a few years after the founding of The Golden Tower, originally as part of an outreach program to counter the anti-mage biases among the poorest classes. After a few high profile outbreaks of mutation in the largest cities where the poorest of the poor relied too heavily on their charity, the Golden Tower officially disbanded the Murlynders. Sure of their own value, they continued on the sparse donations of a few Plutarchs and shadow donors without official sanction.

Uplift the Lowly

Founding Date
845
Alternative Names
Murlynders, Do-Gooders (pejorative)
Predecessor Organization
Demonym
Murlynder
Parent Organization
Location
Controlled Territories
Manufactured Items
Notable Members

Articles under Murlynd Charitable Society


School of Murlynd


Hit Points

Hit Dice: d6 per School of Murlynd level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools: Herbalism Kit
Saving Throws:
Skills:

Overview & Creation

The Murlynders seek to feed, clothe, and shelter the poor. If adventuring, they do so in order to collect materials or provide support for their communities.   While this has given them a good reputation among the poorest strata, the upper and middle classes as well as their fellow mages whisper of dark experiments and sinister motives behind their research. The reality is likely up to each individual Murlynder to decide on their own motives.


Class Features

Secrets of the Murlynd   Starting at 2nd Level, you gain access to the Goodberry and Healing Word spells, which you may prepare as normal. You may not forget these spells to learn new spells.   Wand of the Murlynd   Starting at 2nd Level, you have converted a small branch into a magic wand, which you may use as an arcane focus. As you level in this class, your ability to use this wand improves. This wand has three charges, which renew at midnight each night. At levels 4, 8, 12, 16 and 20 your wand gains one more charge per day. If you use the wand to stir a cauldron of boiling water, you may spend up to three charges. For every charge you spend in this way, you convert the water into enough porridge to feed 1d12 people. The food is magical, nutritious enough to feed someone for an entire day on one meal, and utterly bland and tasteless even if attempts to season it are made.   If your wand is separated from you, it cannot regain charges and loses charges even if unused at a rate of 1 per day. You may create a new wand by working on it for one week, eight hours a day of focused labor, and using 1,500 GP worth of amber, which is consumed.   Murlynd's Benevolence   Starting at 6th level, your wand can cast Cure Wounds for one charge, and Lesser Restoration for two. Starting at 10th level, you may spend two charges of your wand to cast Fabricate, as the spell except with the following caveats. The resulting products are crude, shapeless, and uninteresting unless you possess the requisite tool proficiencies to make the item. You may use this spell as a substitute for having the correct proficiency. Clothing made out of cloth, wool, or cotton with this spell are always shapeless brown robes, and weapons you make with it even if you have proficiency in weaponmaking have the brittle property.   Mysteries of the Spellwarp   Starting at 10th level, you may inflict a random mutation on the target of your spells. If you hit a target or if they fail their save against a spell, you may spend three charges of your wand to force them to make a Constitution saving throw against your Spell Save DC or roll on the Magical Mutation Table.. Creatures with mutations inflicted in this way are Charmed by you, and regard you as a kind benefactor. They are under no compulsion to obey you, but they will not attack you unless they make a Charisma saving throw vs. your Spell Save DC to shake off the Charm effect. Mutants are always either Indifferent to you or Friendly at their first meeting, and you have advantage on all social rolls when speaking to mutants.   Mastery of Murlynd   At 14th Level, you may also assert control over mutants, both those stemming from your Mysteries of the Spellwarp ability or those who have consumed too much magical food. You may spend four charges of your wand to cast Dominate Monster, as the spell, on a mutant that you can see within 200 feet. Mutants created as a result of your Mysteries of the Spellwarp ability have disadvantage to their save against the spell cast this way.

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