
You didn't grow up and come of age in a normal place, but instead a place of nightmares where undead rule and mortal races are the chattel. Perhaps a single lich lord has consolidated a powerbase of raised specters, ghouls, and zombies, or perhaps there is an aristocracy of vampire lords who have their fattened mortals kept in an orderly fashion for feedings.
You were one of the 'lucky' ones, a mortal chosen to aid an undead lord as a living servant. You were chosen primarily because you were a problem solver, and one who could quickly and efficiently deal with the myriad issues that a powerful undead face. You can go out in the day and interact easily with mortals, and most of your former undead master had neither the ability nor inclination to do either.
Beyond that, there are enormous logistical problems with maintaining both a population of mortals necessary for blood and flesh so many undead desire: where to keep them, how to feed them, how to keep them breeding, how to grow the food and raise the animals the morals eat. It is a never-ending logistical headache, and one of your primary jobs as an executive assistant was solving 'the livestock issues.'
It bred in you a ruthless efficiency and a mind that can solve any problem once you have given thought to it. It has also likely skewed your perception of life, death, morality, and existence. Are you still the loyal servant of a cruel undead lord, or have you cast off the shackles in a dramatic fashion and started anew to carve your own path with your razor-sharp mind and unique upbringing?
- Skill Proficiencies: Animal Handling, Medicine, Investigation
- Tool Proficiencies: Tinkerer's Tools, Thieves Tools
- Equipment: A martial weapon, Thieves' Tools. Tinkerers' Tools, a set of traveling clothes, a pouch of 25 gold.
When given access to study a system and proper time (as decided by the GM on an ad hoc basis), can enact some small improvement for the system that can facilitate smoother, better, or more efficient operations.
Suggested Characteristics
These undead executive assistants tend to be cold and distant. They may be trying to join the world of the living and turning over a new and heroic leaf, or they may be the same hyper-competent servants of their undead masters out to fulfill a specific mission, but they normally come across as aloof, odd, and/or callous. They are generally either very pro-undead or very anti-undead, depending on the circumstances that brought them into the world of adventuring.
Contacts
They often have many contacts - or the ability to get contacts - with the people in a city or town who keep things running and 'keep the lights on,' so to speak. Politicians, blacksmiths, caravan masters, or farmers and the waggoneers who transport their food all tend to be examples of people who speak the same logistical language as the assistants.

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