
Initiate
D&D 2024 background: Initiate. Source: Plane Shift: Amonkhet. skills Athletics, Intimidation, tools Vehicles (land) Skill Proficiencies: Athletics, Intimidation Tool Proficiencies: One type of gaming set, vehicles (land) Equipment: A simple puzzle box, a scroll containing the basic teachings of the five gods, a gaming set, a set of common clothes, and a belt pouch containing 15 gp. If you have completed any trials before the start of the campaign, you also have any cartouches you have earned Feature: Trials of the Five Gods Your life is oriented around your participation in the five trials that will determine your worthiness in the afterlife. While you prepare for and undergo those trials, you have constant access to training. A comfortable place to live and regular meals are provided to you by servitor mummies (the anointed) under the supervision of viziers. You can enjoy these benefits only as long as you obey the societal norms of Naktamun-training for the trials (with or without your crop), obeying the orders of the gods, and following the instructions of their viziers. If you violate these norms, you risk being treated as a dissenter. See "Trials of the Five Gods" for more information about undertaking the trials and their rewards. Suggested Characteristics An initiate's life is focused on the trials, but it doesn't need to be all about the trials. Though some initiates are highly focused on their training, most undergo that training while also experiencing joy, sorrow, love, loss, anger, jealousy, hope, faith, delight-the whole range of mortal emotions and experience. The afterlife might be a constant presence in every initiate's mind, but it is the culmination of a life well-lived-not a replacement for it. 1 I always have a joke on hand when the mood gets too serious. 2 I use sarcasm and insults to keep a distance between myself and my crop-mates, because I don't want to get attached to them. 3 I'll settle for nothing less than perfection-in myself, in my...