Scavengers
Those who illegally gather resources in the streets. Dumpster divers and petty thieves.
Balthor
The Violet Grith's scavengers have magic that allows them to rally and inspire others. They draw this magic from the Lore, tapping into emotional magic, ancient fey rituals, and the will to live. Many learn these from other Violet Grith members or just through finding secret Lore, but most learn it by making a deal with a powerful fey.
A balthor is usually one of the homeless folk living in the city who has joined the Violet Grith to survive. They specialize in finding resources - food, drinkable water, temporary shelter, clothing, etc. - for themselves and others, engaging in searching through discarded materials, petty crimes, and cunning schemes. They work with a small team, usually of other scavengers, beggars, pickpockets, and urchins, and they embrace a larger-than-life persona that rallies others to push beyond their limits. This magic, simply called rallying, costs them emotionally every time.
Those who are skilled in rallying must give up a little bit of their emotions every time they use, but they gain the following abilities:
- Rallying cry: the balthor can call to others of the Violet Grith and bring them together, leading them in a single action that allows them to find needed materials.
- Beyond mortal limit: the balthor can place a hand on someone who is hungry, weak, sick, or otherwise not well and give them extra WIL to survive for another day.
- Inspiring speech: the balthor can give a speech that inspires those who have nothing to find the resources for another day.
- Nick of time: the balthor has the knack of arriving with what is needed right in the nick of time.
- Bold claims: the balthor can make a ridiculously bold claim, such as being able to find a midwinter feast in midsummer, and live up to it.
Their powers are always revolving around finding necessities of survival and cannot be used for other things.
PRO -1 ATH -1 STR -2 AWA +2 WIL +2 PRS +3 STH /
Inumido
Inumidos are the Green Grith scavengers. They live on the streets and use their connection to nature to find not just resources for survival, but organic, healthy, and natural ones. They can find herbs growing in gardens with no toxins in the soil, fruits on public trees, non-industrially produced clothing or shelter, and so on. Mostly, they use their power to find clean water, which is rare in the city.
To gain this magic, they must commune with nature in spite of the industrial world around them. They must have a deep respect for nature and the elemental world. They must not be engaged in industrial work. And they must be willing to give up their life for the world. They must truly believe in the power of nature and respect it more than anything. They spend their lives on the fringes, seeking the relief of nature, and then find themselves willing to give everything up for it, and then, an elemental spirit will visit them and offer them the power to survive. If they are truly a lover of nature, they are able to connect to the elemental and gain new abilities:
- Sense natural resources: they can sense foods, water, shelter, clothing, or other basic needs that are of natural origin.
- Viridian prayer: they can pray to nature itself and request something specific.
- Respect for the world: they can make a sacrifice to the world spirit herself and gain a specific bonus to a stat.
- Communion with the green: they can meditate within a natural space and gain insights to resources within a large region around them.
- Elemental self: they can give themselves to nature and unleash a powerful elemental form of themselves.
As their magic is a reflection of their respect, inumidos have a score in their respect for nature that can fluctuate depending on their actions. This is the fuel for their magic.
Kinddelver
In the Blue Grith, the scavengers are called kinddelvers, for they live up to the virtue of kindness to a degree of self-sacrifice, giving of themselves to support others. To gain magical power from their kindness, they must always choose kindness over any other action, believing it to be the utmost virtue. From the moment they make the conscious decision to be kind, they must never choose to be cruel, negligent, harmful, or hurtful to others. This does not mean being submissive to harmful powers, however, as this would be harmful - they do not comply with oppression, exploitation, abuse, or other forms of imperial violence. Instead, it is more kind to resist these things. However, they must do this consciously and with intent.
After years of choosing kindness, kinddelvers begin to develop magical abilities:
- Kindest act: the kinddelver has a sense of what is the kindest thing they can do for someone.
- Refusal of cruelty: the kinddelver gains bonuses to refusing to engage in acts of cruelty.
- Gentle smile: the kinddelver's smile can soothe the emotions and minds of those who see it.
- Sacrificial pursuit: the kinddelver can sacrifice, temporarily or permanently, to find things others need.
- Goodly finding: the kinddelver can find good and helpful things for those living on the streets by making a small blood sacrifice.
Kinddelvers often die early due to how much they give.
PRO +1 ATH / STR +1 AWA +2 WIL +1 PRS +1 STH -1
Ptoch
Menab'e is a rare, reddish form of coal that can be converted into other useful materials by those who know how to use it. All it takes is a little bit of it for a skilled wielder to transform it. The Red Grith looks for the most resourceful scavengers in their ranks to train for this, as menab'e is rare, and learning to use it is not easy.
The gain menab'e, one must gather resources of various kinds and transmute them via one's own ingenuity. Scavengers are uniquely placed to gather resources, and thus, the Red Grith favors them for this magic. A scavenger who has gathered (via begging, scavenging, or petty theft) seven useful but distinct objects can begin the ritual. The first step is to use each object for something helpful to oneself without losing it. While a coin or piece of food, for example, is useful, it is difficult to make use of it without losing it, so ptoch favor other objects they can gather. Once each object has been used, they must be collected together in a small circle (made of salt, blood, or simply drawn somehow on the ground). They will then break each item in the circle.
The ptoch will then make an offering of some part of themselves - it can be as direct as blood or as esoteric as their memory of their parents or their ability to dance. This offering is made vocally if it is not possible to offer physically. If they are sincere, and if their offering is susbtantial enough, the circle will begin to glow. The ptoch will then need to attempt to reassemble the broken items in the circle (without removing them) by simply placing the pieces back together. If their offering is suitable and their resourcefulness great enough, the items will reassemble magically, and within the circle will be a single piece of menab'e.
From then on, this piece of menab'e will be the source of the ptoch's power. The seven items will all have a bond to them as well, each one with +1 more to their primary function. Anything the ptoch begs off of someone, scavenges from the city, or manages to scrounge or otherwise gather (non-violently acquire) can be empowered by their piece of menab'e. The menab'e can be drawn from for +1 to +7 to any useful object or survival skill up to seven times. The more taken from it, the smaller it gets, and for every seven points used, one of their useful objects will lose its +1. Once all 49 points are used, the menab'e will be gone. It can be extended, however, if the original circle remains intact and new objects are offered to it. They need not go through the full ritual; they simply must be added and left there for seven days before being taken out. These useful objects must be gathered as well, not bought, traded for, or taken by violence.
If a ptoch loses their original circle, they must begin the process over again entirely, and they lose all stats and bonuses gained from it.
PRO -1 ATH -1 STR -2 AWA +1 WIL / PRS +1 STH +1