“I have walked roads where the milestones are gravestones, where the fog remembers names, and where the dead sometimes ask who won the battle.”
— Brennan Ruadh Carraig, Grave-Road Veteran of the Crimson Scriptorium
Introduction
You served on the roads that civilized folk avoid after sunset: corpse-roads, execution routes, plague trails, battlefield causeways, pilgrim paths swallowed by marsh, and old military roads where the dead were buried too quickly and too shallowly. As a Grave-Road Veteran, you learned to escort prisoners, guard funerary processions, recover bodies from haunted ground, protect travelers from the restless dead, and survive long marches through territories stained by war, curses, and Shadowfell influence.
In the Shadowmarch of Ozythralis, this background is especially common among gallowsguards, corpse-cart escorts, road wardens, battlefield scavenger-hunters, undertaker-soldiers, and veterans who learned that some enemies keep marching after death. The Shadowmarch Alliance itself is a confederation of fortified settlements in central Ozythralis, known for defending against shadow incursions and producing skilled shadow hunters. Its major hub, Gloomhaven, is built around a convergence of ley lines.
The Grave-Road Veteran is ideal for Fighters, Rangers, Blood Hunters, Paladins, Clerics, Rogues, and Barbarians. It is particularly fitting for members of the Crimson Scriptorium, the Claret Orders, or any grim company that protects the living from what lingers in ditches, cairns, gallows fields, and old campaign roads.
Description
You were not trained in polished parade grounds or gilded academies. Your lessons came from mud, broken wheels, bad weather, frightened prisoners, half-buried soldiers, and the sound a corpse makes when it sits upright in the back of a wagon.
Grave-road work is ugly, necessary, and rarely honored. Someone must escort the condemned to execution sites. Someone must guard plague wagons when villages refuse burial within their walls. Someone must retrieve the dead from cursed battlefields before they rise, rot into something contagious, or become evidence in disputes between nobles, priests, and commanders. Someone must walk ahead of the funeral bell and make sure the road is still a road.
You learned the customs of the dead and the habits of those who prey on grief. You can tell whether a grave was opened by a ghoul, a grieving relative, a necromancer, a desperate doctor, or the buried person themselves. You know how to read old execution markers, battlefield cairns, shrine bells, militia death-rolls, and the chalk signs used by corpse-cart drivers. You understand that fear travels faster than horses, and that a calm voice can keep a caravan alive when the fog begins speaking in familiar tones.
Many Grave-Road Veterans eventually become monster hunters, exorcists, mercenaries, undertakers, shrine guards, or Blood Hunters. The Claret Orders’ philosophy of sacrifice and control fits this path well, since Blood Hunters wield dangerous power to oppose malevolent forces while guarding against becoming the monsters they hunt.
Background Ability Bonuses
Grave-Road Veterans are shaped by endurance, awareness, physical labor, and grim social authority.
Choose one of the following options:
|
Option |
Ability Bonuses |
|
Road Warden |
Constitution +2, Wisdom +1 |
|
Gallowsguard |
Strength +2, Wisdom +1 |
|
Corpse-Cart Escort |
Constitution +1, Wisdom +1, Strength +1 |
|
Battlefield Retriever |
Wisdom +2, Constitution +1 |
|
Execution Road Captain |
Charisma +2, Constitution +1 |
|
Undead-Site Survivor |
Constitution +2, Intelligence +1 |
Using the Grave-Road Veteran Background
This background works especially well for characters who have already seen the ugly machinery behind death: soldiers, guards, execution escorts, battlefield medics, corpse haulers, monster hunters, and road wardens. It gives a character practical reasons to understand undead threats, battlefield aftermaths, cursed roads, criminal justice, grave customs, and the difficult moral space between mercy and necessity.
For Brennan Ruadh Carraig, the Grave-Road Veteran background frames him perfectly as the Crimson Scriptorium’s heavy frontline presence: a former gallowsguard who learned how to hold the line while others panicked, how to escort dangerous prisoners, and how to recognize the moment when a lawful execution becomes a supernatural disaster wearing a hood.
The background also fits the broader Shadowmarch theme. Ozythralis is a continent shaped by proximity to the Shadowfell, shadow-infused geography, ley lines, and cultures built around resilience against enduring darkness. A Grave-Road Veteran is one of the people who keeps that resilience practical: boots in the mud, lantern in hand, blade ready, counting the dead before the dead start counting back.
“Do not hurry past the graves. The dead notice disrespect, and so do I.”
- Ability Scores: Grave-Road Veterans are shaped by endurance, awareness, physical labor, and grim social authority.
Choose one of the following options:
Option
Ability Bonuses
Road Warden
Constitution +2, Wisdom +1
Gallowsguard
Strength +2, Wisdom +1
Corpse-Cart Escort
Constitution +1, Wisdom +1, Strength +1
Battlefield Retriever
Wisdom +2, Constitution +1
Execution Road Captain
Charisma +2, Constitution +1
Undead-Site Survivor
Constitution +2, Intelligence +1
- Feat: Grave-Road Veterans are hard to frighten, hard to kill, and skilled at keeping others alive when roads turn hostile.
Feat
Use
Tough
Represents years of hard marches, poor sleep, bad weather, and worse company.
Alert
Reflects the veteran’s habit of sleeping lightly and noticing danger before others.
Healer
Suitable for those who tended the wounded, stabilized prisoners, or kept victims alive long enough for confession.
Skilled
Represents broad practical training across travel, burial, cart work, field medicine, and guard duty.
Sentinel
Ideal for a veteran trained to hold narrow roads, bridges, gates, and graveyard entrances.
- Skill Proficiencies: Grave-Road Veterans learn to survive harsh travel, read death-sites, and keep order among the frightened.
You are proficient in Survival, Athletics, Mediicine, Intimidation, Religion, and Perception.
- Tool Proficiencies: You begin with the following equipment:
Weather-stained traveling clothes, Grave-road cloak, Shovel or folding spade, Iron Lantern, Bundle of grave Stakes, Bell cord or road bell, Whetstone and oilcloth, Small funerary kit, old route token, bedroll and mess kit, pouch with 15 gold.
- Languages: You learned scraps of language from soldiers, prisoners, shrine keepers, and border settlements.
Roll 1d8 or choose one.
| d8 | Grave-Road Experience |
|---|---|
| 1 | Gallowsguard: You escorted condemned prisoners to execution sites and learned which ones feared death, which welcomed it, and which came back wrong. |
| 2 | Corpse-Cart Driver: You hauled bodies from plague houses, battlefields, prisons, and ruined villages. You know the weight of silence. |
| 3 | Battlefield Retriever: You recovered fallen soldiers from contested or haunted ground, often under arrow fire, fog, or worse. |
| 4 | Shrine-Road Warden: You maintained grave-road shrines, warning bells, cairns, and ward markers between isolated settlements. |
| 5 | Plague Route Escort: You guarded infected wagons and quarantined dead, learning hard lessons about mercy and distance. |
| 6 | Prisoner Road Veteran You transported cultists, necromancers, oathbreakers, and cursed captives to judgment. Some still know your name. |
| 7 | Last-Mile Survivor: A grave-road disaster killed nearly everyone in your convoy. You survived, but something from that road may still follow you. |
| 8 | Funeral Shieldbearer: You protected funeral processions from bandits, beasts, vengeful spirits, and families who wanted the truth buried with the dead. |
Feature 1: Road of the Restless
You know the signs, customs, dangers, and superstitions of grave-roads, execution trails, corpse routes, and battlefield paths. When traveling through regions marked by death, war, plague, undead activity, or spiritual unrest, you can usually identify the safest known route, the nearest shrine or cairn, and the local burial customs.
When examining a grave, corpse-cart, battlefield cairn, gallows site, or roadside memorial, you can often determine:
|
Clue |
What You Can Learn |
|
Disturbed soil |
Whether something dug in, dug out, or was dragged away |
|
Broken grave markers |
Whether the damage was natural, violent, ritual, or deliberate desecration |
|
Corpse-cart tracks |
How many bodies were moved and whether the cart was hurried or attacked |
|
Execution remains |
Whether a killing was legal, ritual, improvised, or staged |
|
Shrine offerings |
Whether locals fear undead, spirits, curses, disease, or bandits |
|
Battlefield cairns |
Which army, faction, or militia likely buried the dead |
At the DM’s discretion, you may gain advantage on Wisdom (Survival), Intelligence (Investigation), Wisdom (Medicine), or Intelligence (Religion) checks made to interpret signs of death, burial, execution, corpse movement, undead disturbance, or battlefield aftermath.
Feature 2: Gallows Calm
You have seen panic kill faster than blades. When fear spreads through travelers, prisoners, villagers, or soldiers, your presence can steady them.
When you spend at least 1 minute speaking firmly to frightened nonhostile creatures, organizing them, or giving them practical instructions, you can help suppress panic long enough for action. This does not remove magical fear, but it may allow civilians, hirelings, or frightened allies to follow simple commands, evacuate, hold formation, carry the wounded, or avoid stampeding.
In settlements troubled by undead, plague graves, old battles, or execution sites, locals recognize the value of your experience. Grave-tenders, shrine keepers, militia captains, undertakers, road wardens, and corpse-cart drivers may offer you basic information, modest shelter, burial supplies, or warnings about dangerous routes.
Suggested Characteristics
| d8 | Personality Trait |
|---|---|
| 1 | I count exits, graves, heads, prisoners, and horses without realizing I am doing it. |
| 2 | I speak plainly around death. Pretty words are for the living who fear it. |
| 3 | I sleep lightly and wake faster than most people can draw steel. |
| 4 | I treat frightened civilians with patience, but fools who endanger others get the iron edge of my tongue. |
| 5 | I keep small rituals before travel: touching a road marker, checking the lantern, listening for bells. |
| 6 | I can make jokes in the bleakest places, though not everyone enjoys them. |
| 7 | I never step over a body without checking whether it is truly dead. |
| 8 | I remember the names of the dead better than the names of the living. |
| d6 | Ideal |
|---|---|
| 1 | Duty. Somebody has to walk the road no one else will. |
| 2 | Mercy. The dead deserve peace, and the living deserve the chance to keep breathing. |
| 3 | Justice. A lawful death must not become murder wearing official clothes. |
| 4 | Endurance. Fear passes. Mud dries. Dawn comes. Keep walking. |
| 5 | Protection. The weak, the grieving, and the frightened need shields more than sermons. |
| 6 | Truth. Every corpse tells a story. I do not let the powerful edit the ending. |
| d6 | Bond |
|---|---|
| 1 | I survived a grave-road massacre and still carry a token from someone who did not. |
| 2 | A prisoner I escorted escaped, died, or transformed, and I am still hunting the consequences. |
| 3 | I owe my life to a shrine keeper, undertaker, Blood Hunter, or road priest. |
| 4 | I protect a particular road, cairn, gallows field, or battlefield as if it were family. |
| 5 | I carry the death-roll of a lost company and intend to return every name to its proper grave. |
| 6 | I joined my current companions because they remind me of the only convoy I ever failed. |
| d6 | Flaw |
|---|---|
| 1 | I assume every journey will end badly and prepare accordingly, even when others need hope. |
| 2 | I struggle to leave bodies behind, even when recovering them endangers the living. |
| 3 | I distrust officials, priests, and nobles who speak too cleanly about death. |
| 4 | I can become cold or brutal when panic threatens group survival. |
| 5 | I drink, gamble, or work myself into exhaustion to avoid remembering certain roads. |
| 6 | I sometimes mistake mercy for weakness, especially when dealing with prisoners or monsters. |
Contacts
Your years on the death roads left you with a hard-used network of contacts: undertakers, corpse-cart drivers, grave-tenders, shrine keepers, militia captains, prison wardens, battlefield scavengers, plague doctors, road priests, executioners, Blood Hunters, and families who still owe you for bringing someone home. In the Shadowmarch, such contacts may know which roads have gone silent, which graves refuse to stay shut, which execution sites are drawing cult activity, and which officials are hiding the true number of dead.
The Claret Orders’ broader mission against malevolent forces makes Grave-Road Veterans valuable allies, especially when undead, fiends, cursed bloodlines, or blood-borne horrors threaten the innocent. Their initiates endure severe trials and learn control, survival, and sacrifice, making them natural companions for veterans who already understand that survival often costs more than coin.
| d8 | Contact |
|---|---|
| 1 | A corpse-cart driver who knows every unsafe road within five days of Gloomhaven. |
| 2 | A shrine keeper who sends you warnings when funeral bells ring without hands. |
| 3 | A prison warden who once trusted you with a prisoner too dangerous for ordinary chains. |
| 4 | A battlefield scavenger who finds relics, letters, and teeth in old killing fields. |
| 5 | A grave-tender who can tell which dead have started dreaming. |
| 6 | A Blood Hunter who calls on you when a hunt begins with missing bodies. |
| 7 | A village elder whose settlement survives because you once held a road through the night. |
| 8 | An executioner who believes one of your former prisoners was innocent. |
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