You were once champions of a distant world—Azeroth—a realm of gods, magic, and conflict. Whether you were a mage, a knight, or a warrior of death, you once served a greater cause and fought alongside unbreakable allies. But something happened. A dark force, a cosmic rift, tore through the very fabric of reality, pulling you from the life you knew and casting you into Faerûn, where you have lost your memories and must now navigate this strange and perilous world.
In Faerûn, you are strangers. You feel the pull of a past you cannot fully recall, and though the people and places around you may seem familiar in some ways, they are foreign in others. You might find new allies, but you might also encounter enemies who were once your comrades. Now, bound by fate and fractured memories, you must uncover the truth behind your arrival in Faerûn and seek to return to the world you once called home—or perhaps decide if that world is even worth returning to.
- Skill Proficiencies: Choose two from: Arcana, History, Insight, Medicine, Religion
- Tool Proficiencies: Choose one from: Herbalism Kit, Alchemist's Supplies, Tinker’s Tools, Smith’s Tools
- Languages: Choose one language from: Infernal, Draconic, Elvish, Celestial
- Equipment: A broken memento from Azeroth (a trinket, insignia, or item that reminds you of your lost past), a map or drawing from your past, now faded or incomplete, a traveler's journal or notebook, with scattered notes and musings about your fractured memories, a small pouch containing 10 gold pieces.
Roll a 1d8 when activating your Fragmented Memories feature to describe the sensation, vision, or memory that emerges. You can also pick one that best fits the moment.
| d8 | Lost Souls of Azeroth – Fragmented Memory Table |
|---|---|
| 1 | A surge of freezing wind rushes past you. You see a frost-covered citadel on the edge of the world, and a long-dead comrade standing in the snow, calling your name. |
| 2 | You are kneeling in golden light as voices chant a hymn in a language you don't recognize. A sword once yours lies broken at your side, and your oath echoes in your mind. |
| 3 | Your fingers tighten around a blade dripping with necrotic energy. Before you lies a battlefield littered with the dead—some of whom you once loved. |
| 4 | You see a green forest with towering mushrooms and floating lights. For a moment, peace washes over you… until the shadows start to creep in from the edges. |
| 5 | You feel the crushing presence of an otherworldly power behind your eyes—watching, judging. You don’t remember its name, only the terror it once inspired. |
| 6 | A war horn sounds in the distance. You remember standing in a great hall with banners above you, your allies cheering before a final stand. Then—silence. |
| 7 | You hold a glowing crystal in your palm as time slows. Around you, fire rains from the sky and the air burns with magical energy beyond Faerûn’s laws. |
| 8 | You awaken chained in a dark room, unable to move. You hear whispers in a language you once knew, promising power… or punishment. Then you blink, and it’s gone. |
Your fractured memories of Azeroth are both a blessing and a burden. Though you remember only pieces of your past, these fragments sometimes guide you—or torment you. The echoes of your former world manifest as sudden flashes of insight or emotional surges, granting you uncanny intuition… but also moments of confusion, haunting dread, or overwhelming sorrow.
Gift
Once per short or long rest, when you make an ability check, attack roll, or saving throw, you can invoke a memory echo from your past to guide you. Describe a sensation or vision tied to your forgotten life (e.g., the frost-choked battlefield of Icecrown, the Light shining through a war-torn cathedral, the deathly stillness of a Scourge march). You gain advantage on that roll as the echo sharpens your focus or unlocks a skill you didn’t realize you had.
Alternatively, your DM may offer you a flash of memory in a situation relevant to your past, revealing a small truth, hint, or gut feeling related to what’s before you.
Curse
Your memories come at a cost. After using this feature, roll a d6:
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On a 1, the memory overwhelms you. You suffer disadvantage on your next ability check, attack roll, or saving throw made until the end of combat, as your senses are clouded by emotion or disorientation.
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On a 2–4, you are rattled. You suffer 1d6 psychic damage and your DM may introduce a roleplay consequence—such as hearing voices, glimpsing ghostly illusions, or being unable to distinguish Faerûn from Azeroth for a few moments.
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On a 5–6, you suffer no penalty.
Soul Memory
The first time each day that you drop to 0 hit points, roll a d6:
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On a 6, you remain at 1 hit point instead, as a surge of forgotten willpower keeps you standing. Once this succeeds, it cannot occur again until you finish a long rest.
Suggested Characteristics
| d8 | Personality Trait |
|---|---|
| 1 | I scan every face and place for something familiar—I’m constantly hoping to recognize something from my past. |
| 2 | I speak little, choosing my words carefully; I’ve learned that the past holds danger in every syllable. |
| 3 | I’m always preparing for battle. I can’t shake the feeling that I was once a soldier. |
| 4 | I keep a journal of dreams and symbols, hoping to piece together who I really am. |
| 5 | Despite everything, I’m optimistic—this world feels like a second chance |
| 6 | I protect those around me fiercely, even if I don’t know why. Something in me needs to. |
| 7 | I’m drawn to ancient ruins, old tomes, and forgotten things—maybe they hold the key to my memories. |
| 8 | I have an unshakable feeling that I’m being watched… by something from my past. |
| d6 | Ideal |
|---|---|
| 1 | Redemption. I must right a wrong I don’t yet understand. (Good) |
| 2 | Truth. The past may hurt, but only by facing it can I move forward. (Neutral) |
| 3 | Duty. I was someone important. Even without my memories, I must act with honor. (Lawful) |
| 4 | Freedom. My fate was stolen from me. I’ll forge a new one, no matter the cost. (Chaotic) |
| 5 | Power. If my past held strength, I want it back. If not, I’ll become stronger than I ever was. (Evil) |
| 6 | Balance. The world shifts between light and dark, memory and forgetting. I walk between. (Neutral) |
| d6 | Bond |
|---|---|
| 1 | I have visions of someone I once loved or served. I must find them or learn their fate. |
| 2 | I carry a symbol from my past—a trinket, tattoo, or relic—that I believe will guide me home. |
| 3 | I owe a debt to the two people who arrived with me. I feel they were once friends… or worse. |
| 4 | I have dreams of a place that feels like home. I believe it exists somewhere in this world. |
| 5 | I once made a vow I can’t remember—but I still feel bound to uphold it. |
| 6 | I believe the force that brought me here has a purpose for me. I will discover what it is. |
| d6 | Flaw |
|---|---|
| 1 | I don’t trust others easily. For all I know, I’ve been betrayed before. |
| 2 | I often freeze up or panic when faced with familiar sights—I fear the truth behind my memories. |
| 3 | I crave answers more than anything, and I’ll take dangerous risks to get them. |
| 4 | I feel hollow without a purpose, and I latch onto any cause that gives me direction. |
| 5 | When I feel powerless, I lash out. I hate being vulnerable. |
| 6 | I’m convinced that something in my past caused great harm—and I might do it again. |
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