Walker

* Pronunciation guide:  /ˈwɑː.kɚ/
* Pronouns: They/them
* Voice traits: A middle-range voice with a well-enunciated, somewhat slow, polite Texas accent.
* Mannerisms / habits / ticks to help DMs portray them consistently: Exceedingly polite, especially to strangers. Calls everyone hon/sugar/sweetie/handsome. Doesn't joke.
* Pop culture influences (who are they like): a Texan Alice from Disney's Alice in Wonderland
* Age: 2000+? They're not really sure.
* D&D race: Warforged
* Height: 6'0"
* Weight: 300 lbs
* Hair color: Blonde
* Skin color: Silver
* Eye color: The glowing crystals that comprise Walker's eyes switch between a few colors, usually white. When they cast Detect Magic, they glow purple. When they use Darkvision, they glow like a darklight.
* Example clothing outfit worn: None.
* Family members: None still alive that they know about. Their siblings are the Lifekeeper Automatons, which were all but destroyed since the end of the Second Age. Their creator was Arndolf Niqamui, a powerful artificer of the Second Age, who went missing at the rise of the Great Old One.
* Friends / People they know: They don't know anyone still alive, but they do know Rex Mecatol, who was a popular mage in their time.
* Social class (poor, student, working class, wealthy): Hermit
* Occupation (how they get money to pay rent and buy food): Unemployed
* Where do they sleep at night?: They don't. They rest wherever they are.
* Background / Personal history: Walker was a Lifekeeper Automaton built at the end of the Second Age to fight against the undead forces of the Great Old One. When the Great Old One rose and the Second Age ended, Walker and the Lifekeepers kept their duty and stayed to protect what remained of society. In the Thousand Years of Darkness, Walker made it a personal quest to disrupt the slave market and liberate the slaves, especially their siblings. They do not remember what caused their deactivation, but they were inert for at least 2000 years at the bottom of the sea near Niqamui. They awoke about six months ago with the removal of the sword outside of a new Moondollars location.
* Traits: They are constantly guided by their unwavering ideals. Nothing gets in the way of their ideals and they refuse to act counter to them. They are asexual and agendered, but not because they're a robot. They've tried sex and gender, it's just not their cup of tea.
* Ideals: Walker has five consistent ideals: simplicity, peace, integrity, community, equity, and stewardship. Essentially, they're a Quaker.
* Bond: Walker is bonded to their duty of eternal service.
* Flaw: Walker is unconciously convinced of their own moral superiority and sees dissenting points of view (especially ones including violence) as uncivilized.
*Tattoo: a vinyl decal on the small of their back that often needs to be replaced.
* List of adventures: