Backgrounds

Table of Contents

Folk Healer
Former Slave
Quixotic Knight
Rebel
Refugee
Undead Hunter



Folk Healer

You have studied the illnesses and ailments of the mortal body as well as the treatments for each. You also know what harms the body and can recognize the symptoms and sources of poisons and other harmful substances. Whether you’re an academically trained physician, a shaman versed in the traditional wisdom of your clan or tribe, or a simple villager who helps your neighbors in need by using folk remedies, you know your trade and do it well. You may have taken up adventuring for any number of reasons, ranging from wanting to gain more skill in your profession to a longing to experience a life beyond simple folk medicine.

Skill Proficiencies: Medicine, and choose either Investigation, Nature, or Religion

Tool Proficiencies: Either Herbalism Kit or Poisoner's Kit. Also, when you use a Healer's Kit, you get two additional uses out of the kit (for you, a Healer's Kit has 12 uses instead of 10, for example.)

Languages: One of your choice (the language of those you primarily worked to heal)

Equipment: The tool kits you have proficiency with, an item of importance to you (a trinket used in a ritual or an item you are otherwise attached to) worth 5 silver pieces or fewer, a merchant’s scale, a set of common clothes, a set of working clothes or an item that identifies you as a healer, and a belt pouch with 10 silver pieces.

Healer's Origins

Who enslaved you and how did you gain your freedom? You can work with the DM to determine these things, or you can choose or roll on the table below to decide these things.

d8 Circumstances
1 I was raised by a Medicine Woman.
2 I discovered a tome by an ancient culture that was full of medical wisdom.
3 I formally trained as a physician.
4 I apprenticed under a barber who treated the sick.
5 My mother or father was a tribal shaman.
6 A collection of folk wisdom was passed down to me by my grandmother.
7 I was an acolyte at a temple, and I learned how to heal by observing.
8 I was self-taught, because I have always wanted to help people.

Feature: Medical Acumen

You have a reputation as a healer of the sick and are often called upon by those who are diseased or injured. You can usually gain an audience with anyone who needs treatment-- even if protocol would normally prevent you from doing so-- simply by agreeing to offer your assistance. Also, by spending a few moments examining a substance-- a vial of liquid, a packet of ground powder, or the like-- you can determine whether the substance is intended to harm or heal (or neither). This examination does not reveal any specific information about the substance (such as that a powder is actually an inhaled poison, or that it paralyzes its victim), only that it is either harmful or helpful to those that it is used on. You must examine the substance by itself; if it is mixed in with any other substance, you can't determine its use. For example, you can't determine that food is poisoned.

Suggested Characteristics

Healers are typically known for caring for their patients, though not necessarily in a gentle way. If the healer is more learned, attention to detail should be a focus, tending toward cleanliness and organization. If the healer is more rustic, knowing the best way to do things should be a focus, tending to disregard the patient’s comfort in favor of what will help them most, and demanding what is needed from everyone around.

d8 Personality Trait
1 You don’t get into this business unless you like people. I have never met someone I couldn’t relate to in some way.
2 Do you know how long I studied to become a healer? You obviously don’t know what you are talking about.
3 I always ask for any payment for my services up front.
4 Sometimes you have to break the rules a little if it is in the name of helping others or advancing knowledge.
5 I idolize my mentor; I do everything I can to show his or her faith in me was not in vain.
6 I have these skills to help the afflicted, regardless if they be friends or strangers, or if they are able to pay.
7 I have no concerns for niceties nor social etiquette-- either others need my help or they don’t.
8 I have a collection of preserved body parts. I only keep it... err... in the interests of science. Do you want to see it?


d6 Ideal
1 Service. The world is full of suffering people. I will do all I can to help. (Good)
2 Tradition. The customs/rituals and laws of my trade/faith/people must be preserved even when away from home. (Lawful)
3 Efficiency. I am not emotionally invested in those I aid; to act otherwise would compromise my work. (Neutral)
4 Prestige. Healers are held in high regard in all societies, and I like the perks that come with the job. (Chaotic)
5 Power. I have the power of life and death over those I minister to. (Evil)
6 Research. In order to treat patients effectively, we must understand the maladies afflicting them. (Any)


d6 Bond
1 I learned the healing arts after someone I loved died and there was nothing I could do to help.
2 I wish to prove that “mundane” healing is just as viable as magic.
3 I work closely with a group that aims to eliminate a particular malady entirely.
4 Everything I do is for the betterment of my tribe/school/religion/country.
5 I will never refuse to aid those in need-- even my sworn enemies.
6 There are many charlatans who call themselves healers but are dangerous quacks. They must be exposed and stopped from hurting anyone else.


d6 Flaw
1 Fixing the ailment is what’s important, not the person. Thus, I have almost no social skills regardless of how much I try.
2 I care so much about the people who come to me that when I can’t help, it is a devastating blow.
3 I treat my patients as problems to be solved rather than people to be helped, and I am sometimes tempted to use unproven treatments on my patients without their knowledge.
4 I am hunted by a powerful family or faction because I accidentally killed a patient when I tried to heal him or her.
5 Memories of a horrible plague that I failed to cure still haunt me to this day.
6 I wear a badge that marks me as a healer a little too proudly, and when know I’m right about something, no one can convince me I’m wrong.


Former Slave

Perhaps you were enslaved in Zeland by the Lord of Sloth's forces or maybe you were a slave to Envy's dark might; perhaps you were taken and lived in bondage to bandits in one of the Freed Kingdoms. Either way, you know the bitter taste of forced service. For part of your life you were a slave, and a hard lot it was. You had to work or feel the lash, though you vowed that one day you would be free. Eventually that day did indeed come, and though you never expected it, a part of you benefited from your horrible experience: you learned patience, persistence, and the virtue of hope. And you found true iron in your own soul.

Skill Proficiencies: Deception, Insight

Tool Proficiencies: Pick one artisan's tool kit that costs 20 sp or less; you are proficient with that kit.

Languages: One of your choice (the language of those who enslaved you)

Equipment: The tool kit you have proficiency with, 10 feet of chain, traveler's clothes, sack, one sentimental item of personal value worth 10 sp or less

Finally Free

Who enslaved you and how did you gain your freedom? You can work with the DM to determine these things, or you can choose or roll on the table below to decide these things.

d8 Circumstances
1 I was lawfully enslaved but managed to escape.
2 I was lawfully enslaved but was freed out of my owner's largess.
3 I was lawfully enslaved but purchased my own freedom.
4 I was lawfully enslaved but my owner died with no heirs.
5 I was unlawfully enslaved but managed to escape.
6 I was unlawfully enslaved but was rescued by others.
7 I was unlawfully enslaved and those who enslaved me died.
8 I don't know if my slavery was legal or not, and I am not sure how I was freed.

Feature: Servile Rapport

You identify with those who find themselves in a position of service, and they identify with you. If you haven't threatened them, servants, slaves, former slaves, and those who are in a servile role will help you by providing you with information, limited mundane resources, places to sleep, and places to hide. They will shield you from people searching for you, though they will not endanger their lives for you.

Suggested Characteristics

Former slaves are as diverse as any group. For some, the taste of slavery has broken their spirit; for others, it has renewed the fire inside them and made them more determined.

d8 Personality Trait
1 I blaze with anger any time I am confronted with forced service or slavery of myself or others.
2 I very rarely show fear, having been through some very horrible things and survived.
3 When in a tough situation, I flashback to some of the suffering I endured.
4 I feel tremendous empathy for all those who suffer.
5 I feel I need to act extra tough in order to prove that my spirit has not been broken.
6 I sometimes automatically show deference to a person who presents himself forcefully. I still have moments of servility.
7 I found meaning in my enslavement, and I try to find meaning in all hardships.
8 I never give up, and I never lose hope.


d6 Ideal
1 Freedom. I value personal freedom above all things. I will try to help others achieve freedom. (Chaotic)
2 Strength. I need to become as powerful as possible so that no one can ever victimize me again. (Any)
3 Serenity. If I can cultivate inner peace of mind, events in the outside world will never bother me again. (Neutral)
4 Helpfulness. If I can help others, it will make up for some of the hurt that was done to me. (Good)
5 Viciousness. I will never again give others a chance to victimize me, because I will victimize them first. (Evil)
6 Canniness. If I stay alert and pay attention to events, I can head danger off at the pass. (Neutral)


d6 Bond
1 I retain one sentimental token from my past, and it is the most valuable thing in the world to me.
2 A caring person showed me kindness in my darkest hour, and that person is now dearest to me.
3 I don't know where my family is, but I cherish their memory and hope to find them.
4 I always have a soft spot for people or animals in servitude or captivity.
5 I somehow managed to identify with my captors, and I value nobility and those in power.
6 The person, people, or group to whom I was in service still exists, and I will enact revenge upon them.


d6 Flaw
1 There is one thing (like an item, a place, or a person) that reminds me of my past pain, and I have great trouble facing it.
2 I become fanatically single-minded in trying to achieve my goals, even if it means neglecting immediate concerns.
3 The emotion was stripped from me, and sometimes I am inappropriately callous when feelings are called for.
4 I have a great deal of difficulty controlling my temper.
5 When I am captured, I freeze and have trouble formulating my thoughts.
6 I spend money as fast as I get it because I am afraid it will be taken from me.

Variant: Former Prisoner

Former prisoners are similar to former slaves, except they were primarily confined instead of being made to serve. This difference tends to lead to different skills and a different mentality in former prisoners. Instead of insight, former prisoners are proficient in athletics, having had time to build up their bodies. Instead of being proficient in artisans tools, they are proficient in a gaming set and a (usually small) musical instrument. They possess this gaming set and instrument instead of an artisans kit. For their feature, they have rapport with criminals and former prisoners. They are rarely servile in their attitude but tend to be tougher.



Don Quixote in the Mountains by Honore Daumier

Quixotic Knight

Whatever your ideal may be, it is all that matters in your life-- and your lack of training will not prevent you from making a difference. Perhaps you were a poor farmer who had not the funds or the class for proper training. Perhaps you are an aging soldier, out of practice and overconfident in his ability. You wander the countryside engaging in conflicts and seeking challenges in order to prove the worth of your lofty and romantic vision.

Proficiencies: Pick one skill, one tool kit, or one martial melee weapon; you are proficient with what you chose.

Equipment: Traveler's clothes, leather armor, sack, an old book about a legendary war or battle, one simple melee weapon in disrepair (if you chose proficiency with a martial melee weapon, you instead begin with that weapon in disrepair), one sentimental totem or personal item, one tool kit (only if you chose a tool kit as your skill proficiency).

Quixotic Origin

How did you become a wandering warrior? You can work with the DM to determine these things, or you can choose or roll on the table below to decide.

d8 Circumstances
1 I was once an honorable apprentice. My master was killed. I fight to avenge him or her.
2 I want to fight the evil of this world, and the courts are too slow.
3 I want to fight the good of this world, and the Lords of Sin are too merciful.
4 My family was ruined by a corrupt institution. I fight the system.
5 I was once an average soldier. I use my talents to earn gold.
6 I keep searching for a master, but they all turn me down.
7 My sanity is questionable. I have no grasp on reality. I see enemies everywhere.
8 I don't know why I do what I do, but I know nothing else.

Feature: Pied Piper

Children find you easy to trust. It is simple to convince them to help you, or hide you, or lie for you. In return, having a child that has bonded with you may give you inspiration. Domestic animals also tend to trust you and will often display affection toward you or work harder for you.

Suggested Characteristics

Quixotic Knights are a motley lot. Some seek justice, others chaos. You can work with the DM to determine these things, or you can choose or roll on the tables below to decide.

d8 Personality Trait
1 I display confidence at all times, especially when I don't know what I'm doing.
2 I believe in chivalry, but sometimes this trait manifests as misogyny.
3 I envy and admire professional soldiers.
4 I distrust any member of one specific race.
5 I am terrified of real life and wish only to live in my own fantasy world.
6 In conversation, I always have a response because I know something about everything (or at least I think I do).
7 I believe that simple folk must be defended, even if they are in the wrong.
8 I am endlessly optimistic.


d6 Ideal
1 Vengeance. My sole purpose in life is to avenge a wrong that was done to me or to someone else. (Any).
2 Vigilantism. I will do what the courts cannot. (Chaotic)
3 Chaos. Disorder is the only true order (Chaotic)
4 Helpfulness. If I can help others, it will make the world a better place. (Good)
5 Nobility. I will be an honorable knight like those in the stories (Lawful)
6 Fidelity. I fight for my god, king, or country (Lawful)


d6 Bond
1 My weapon, tool kit, or totem belonged to a loved one, and it is my most treasured possession.
2 Only one person truly understands me, and that person matters most to me.
3 The open road, under the expansive sky, is where I long to be.
4 I always have a soft spot for people who are poor or underprivileged.
5 The god or entity that I worship gives me great peace.
6 My trusty sidekick or squire (living or dead) is my best friend.


d6 Flaw
1 I have delusions (of grandeur or actual mental delusions).
2 I am a dreamer, but I don't pay any attention to the practical details.
3 I am obsessed with children and childhood.
4 I am more concerned with personal fame and what people think of me than I am with actually accomplishing great deeds.
5 I too easily trust nobles, knights, and other people in positions of power.
6 I think I know everything.

Variant: Quixotic Wizard

Quixotic Wizards are similar to Quixotic Knights in most respects. The nature of the Wizard's abilities is arcane rather than martial. Your skill, weapon, or tool proficiency should reflect this. Perhaps you are a failed sorcerer, or a Wizard's Academy student with great natural talent and no desire to study. Perhaps you are a blackballed student of an evil warlock master. Work with your DM to determine how best to develop this character.



Rebel

You spent years fighting the Lords of Sin and their dark folk lackeys. Maybe you unlawfully provided comfort and aid to those who needed it, maybe you engaged in a network of organized resistance, or maybe you actually took up arms and fought using guerrilla warfare against orcish troops; in any case, you risked your life to stand up against the evil that has overtaken Farland. Now that you have either moved to one of the Liberated Kingdoms or the kingdom in which you live has been freed, you find that you learned a great deal about the world from the danger you risked in your past.

Skill Proficiencies: Deception, Investigation

Tool Proficiencies: You are proficient with either a disguise kit or a forgery kit.

Languages: One of your choice (the language of those you rebelled against)

Equipment: The tool kit you have proficiency with, a set of common clothes, padded armor, a simple melee weapon, a tinderbox, a torch, and a flask of oil

Freedom Fighter

What role did you play in rebelling against those who controlled your kingdom? Choose what type of rebel you were, or roll on the table below.

d8 Role
1 I created and distributed pamphlets that mocked the Dark Forces and inspired courage in the oppressed.
2 I was a bandit in the forest who robbed from the dark troops and used the spoils to feed the hungry.
3 I helped slaves escape from their bondage.
4 I provided food and supplies to other rebels.
5 I engaged in sabotage, doing things like poisoning wells and burning military buildings when I could.
6 I helped protect and run the temple of priests who secretly worshiped the gods of good.
7 I served as a spy and passed information to the Elven Shadow Walkers.
8 I served as a spy for one of the other Lords of Sin, not the one in whose kingdom I lived.

Feature: Rabble Rouser

When you enter a community, you can determine fairly quickly who is dissatisfied with the local leadership. Given a sufficient amount of time, you can foment this dissatisfaction until you drum up a mob that will protest or otherwise express displeasure. The mob will not engage in violence on your behalf. It is very difficult to determine that you were the person responsible for the creation of the mob. If local leadership does not effectively deal with the civil disturbance or with you, you might eventually be able to turn it into open rebellion. How widespread or powerful this rebellion is, or how long it lasts, is up to your DM.

Suggested Characteristics

Some rebels are courageous freedom fighters, some are careful organizers, some are cowardly spies, and some are iconoclasts who simply delight in anarchy.

d8 Personality Trait
1 I am grim and humorless.
2 I always listen rather than speak, for I don't know what information others might reveal that may come in handy to me.
3 I believe that discretion is the better part of valor, although I am no coward.
4 I put others above myself, and I work for the greater good.
5 I am not afraid of pain, and sometimes I welcome it to focus me.
6 I strongly resent people who have served in the military.
7 I will take great measures not to stand out and not to be memorable.
8 I grow restless when I have been in one place for too long.


d6 Ideal
1 Freedom. People deserve to be free, and they deserve to pick their own rulers. (Chaotic)
2 Organization. Meticulous planning is the route to success. (Lawful)
3 Knowledge. Knowing as much as you can about those who oppose you will make you more dangerous to them. (Any)
4 Courage. I will stand fast in the face of overwhelming odds. (Any)
5 Charity. Helping the oppressed is the most valuable thing. (Good)
6 Decision. Hesitate and you are lost. (Neutral)


d6 Bond
1 My brothers in the rebellion (living and dead) will always be in my heart.
2 A god of light saw me through the Dark Conquest, and I revere him or her.
3 I was driven to rebel in hopes of winning the freedom (and devotion) of my true love.
4 I have a portrait of my father or mother who was killed in the rebellion. His or her sacrifice led me to fight for freedom.
5 The most important thing to me is the ideal of political freedom, and I strongly hold to a certain political ideology.
6 I believe that there is nothing wrong with being lawfully in service to a liege; I rebelled against those in power because I support a different liege.


d6 Flaw
1 I can't take a joke, and I get offended easily.
2 I am a political fanatic and will harshly debate anyone who disagrees with my politics.
3 I am an unrealistic idealist and am never satisfied with the current situation; I am always dreaming up ways I could personally make it better.
4 Because I engaged in subterfuge, I am always suspicious of others and suspect that they are being duplicitous.
5 The sight of troops bearing the insignia of one of the Lords of Sin drives me into a near-mindless rage.
6 I will drop everything and everyone to help people who I (rightly or wrongly) perceive as politically oppressed.


Refugee

The thing that stands out most in your past is the time you spent fleeing from disaster. Perhaps you fled one of the Occupied Kingdoms when you learned that Kale, Kelerak, and Daven had been freed. Maybe you lived on the border of one of the Liberated Kingdoms and the constant border skirmishes between the liberated and dark folk armies dispossessed you. Whatever the reason, you had to leave your beloved home behind and eke out a living in a place where you were not wanted.

Skill Proficiencies: Insight, Survival

Tool Proficiencies: You are proficient with either any single mount listed in the PHB (but not an elephant, mastiff, or warhorse) or a single drawn vehicle.

Languages: One of your choice (the language of the land you grew up in but fled)

Equipment: Two-person tent, bedroll, travelers clothes, fishing tackle, iron pot, shovel

Reason for Flight

You can choose or roll on the table below to figure out what caused you to leave your homeland.

d6 Role
1 When you learned that some kingdoms had been liberated, you fled the yoke of the Dark Conquest.
2 Your village was located on the border of a Liberated and Occupied Kingdom, and the incessant raiding made life there too dangerous.
3 Chaos or civil war in your own kingdom caused you to flee.
4 A natural disaster like an earthquake or flood dispossessed you.
5 You fled from a disease outbreak like the plague.
6 You fled from an outbreak of lycanthropes, undead, or other supernatural disaster.

Feature: Survivor

Out of necessity, you are good at making do with less. You don't like to do so, but when you have to, you are able to subsist for up to two weeks on half as much food and drink as others in a similar circumstance would need. You must then eat and drink normally for twice the amount of time that you deprived yourself. You are also fairly good (though not infallible) at predicting when a certain geographical area might face danger. For example, you are skilled at predicting bad winters or the likelihood of an impending invasion. You are no better than anyone else at predicting dangers to your own person. You can't necessarily tell better than anyone else when an certain enemy is going to attack you personally, for example.

Suggested Characteristics

Refugees develop various attitudes to help them survive. Some get sunk in despondency and depression, while others choose to have a positive attitude about whatever fate sends their way. Some feel that survival at all costs is the only thing that matters.

d8 Personality Trait
1 I am depressed and tend to have a negative outlook.
2 I always look on the bright side of every situation, and I often count my lucky stars.
3 I am often wistful, and I get lost in my memories a lot.
4 I value friendship and family, and I tend to be very outgoing.
5 I sometimes resent those who have managed to make a place for themselves.
6 I love to learn new things.
7 I believe in being polite in almost every circumstance.
8 I am all business. I especially have no patience for bureaucracies or long waits.


d6 Ideal
1 Safety. Personal security and safety is important. (Neutral)
2 Foresight. Predicting what will come can provide safety. (Lawful)
3 Work Ethic. Always working as hard as I can will make me valuable anywhere I am. (Lawful)
4 Survival. I will do anything--anything-- to survive. (Evil)
5 Stoicism. What will be will be. No use in trying to fight against it. (Neutral)
6 People. People, especially family, are what matter. Possessions mean little. (Good)


d6 Bond
1 My heart will always lie in my homeland. I want to eventually return there for good.
2 My family (living or dead) means the most to me.
3 I have a book of folk tales from my homeland. I treasure this possession.
4 I will prove that I am brave. I will no longer run from danger.
5 An enclave of refugees took me in. They later founded a new community. This small community is my new home.
6 I have learned that nowhere should be called home. If I never settle down, I can never be dispossessed.


d6 Flaw
1 I have a sharp tongue and a biting wit.
2 I hate the people or thing that drove me from my home, and I have trouble talking about anything else.
3 I horde small objects and possessions against the day when I have nothing, even though those small objects are valueless.
4 I sometimes am too quick to withdraw from a situation.
5 I have a tendency to say I know things that I don't, because I feel it makes others perceive me as more valuable.
6 I sometimes become sulky and sullen.


Vampire Heart by Pulvis

Undead Hunter

Perhaps your family was killed by an undead horde, or maybe your sister or mother was taken by a vampire's entrancing gaze, never to be seen again. Very possibly you or your family live in or around Daven, and the living dead have been part of your life since before you can remember. Whatever your reasons, your past experiences with the undead changed your life forever.

The undead hunter has few interests aside from destroying the walking dead. This single-mindedness usually makes you a social outcast. You will work with others as events dictate, but you tend to keep companions at arm's length. Undead hunters tend to be dark and brooding and are always on the lookout for signs of the undead.

Skill Proficiencies: Religion and Survival

Tool Proficiencies: Herbalism Kit

Equipment: Traveler's clothes, herbalism kit, belt pouch with 10 sps, vial of Holy Water, holy symbol, lamp, hammer, 3 wooden stakes, shovel.

The Dark Path

What led you down this road? What encounter with the living dead made you into the person you are today? You can work with the DM to determine these things, or you can choose or roll on the table below to decide.

d8 Circumstances
1 I was raised in a family of undead hunters. The hate for the undead has been with me since childhood.
2 A loved one was killed in front of me by an undead.
3 In my youth, I was almost killed by an undead, and I barely escaped.
4 After a run-in with a group of zombies, I found I have a knack for killing undead.
5 After my village was overrun by an undead horde, an undead hunter found me and took me in.
6 My adventuring group was slaughtered by a host of undead, but I managed to escape.
7 I once had been a servant to a vampire, but after the monster was slain I had my freedom and a new cause.
8 I received what I believe to be a sign from my deity that led me to cleanse the world of these horrors.

Feature: Haven from the Haunted

The path you walk is a dark one and few can understand the horrors you face. You spend many nights alone in the wild, waiting and watching for the living dead to rise. In times of need, you often can find respite in the churches, temples, and shrines of the faithful. Churches and temples will provide you with food, drink, shelter, and the warmth of a fire to help keep the horrors away, at least temporarily. If you stay at a church, shrine, or temple for a few days, you are able to learn about local undead lore by studying holy tomes and speaking with the keepers of these holy places.

Suggested Characteristics

Undead hunters come from all walks of life and upbringings. Most walk a thin line between the world of the living and the world of the dead; others may have slipped over that line. You can work with the DM to determine your personality, ideal, bond, and flaw, or you can choose or roll on the tables below to decide.

d8 Personality Trait
1 I always insist on keeping the watch.
2 During conversations, I always seem to turn the subject towards the living dead.
3 I am uncomfortable around the living.
4 I am grim and brooding.
5 I have a habit of keeping "trophies" from the undead I have slain.
6 I try very hard-- sometimes too hard-- to prove that I fit in with the people around me.
7 I find a grim humor in every situation.
8 If I have the time, I always give final rites to the undead I have slain.


d6 Ideal
1 Righteousness. I am the weapon of my god. I am tasked with cleansing this filth from the world. (Good)
2 Revenge. Nothing will stop me from punishing the undead. (Any)
3 Aspiration. I will be the best there is at what I do, though what I do isn't pretty. (Neutral)
4 Power. In the living dead I will find the secret to great power and endless life. (Evil)
5 Assistance. I will always help those who are terrorized by the walking dead. (Good)
6 Discovery. I do what I do because I am fascinated by the undead and wish to learn about them. (Any)


d6 Bond
1 My God is my life. All that I am and all that I do is for him or her.
2 I seek the undead that killed my loved one; nothing will stop me until the beast is dead.
3 Daven is my beloved homeland, and I will give my life to rid it of the living dead.
4 I have an ancient tome that taught me about undeath, and I read it every chance I get.
5 My lucky holy symbol has saved me more than once, and I treasure it.
6 I love plants and flowers, since they remind me of natural, unspoiled life.


d6 Flaw
1 In battle, I always focus on undead, even if greater threats are present.
2 I have a compulsion to consume the flesh of the dead.
3 I am tormented by horrible nightmares.
4 There is one kind of undead that I truly fear and that I have trouble facing.
5 I always tell stupid, offensive jokes and sing annoying songs to keep away my own fear.
6 People find my stare very unsettling, but I can't seem to stop staring at people.