# [[Karsh]]
Karsh is a chubby male human fighter who always seems to be unsure of himself. He knows [[Tamily Tanderveil]] somehow, and was forced by her to help us explore the cellars underneath [[Otari Fishery]]. Karsh is like a viking. He has blond hair and small orc tusks.
He has a shield, smells of fish, wet clothes, and stiletto daggers for throwing in a fight.
Karsh is some sort of were-shark. He can turn his head into that of a shark, and use the rows of pointed teeth to bite things. He's ashamed by it and doesn't really like for people to know about it. He has a bit of an inferiority complex because of it.
[[Sir Eresant]] is Karsh's mentor.
## Backstory
Karsh's father was an orc and his mother was an oofen? Something that is like a Viking. His mother left him in [[Lastwall]], which is where he lived. However, something happened to Lastwalll-- it was overtaken by lots of the undead, and is now called Gravelands instead: a city of the undead.
When he left Lastwall, he served as a ship's medic.
## Personality
Karsh is a great fighter and medic, but he doesn't really want to fight anymore. He just wants to help people.
He is a typically good person - he doesn't much like the thought of stealing or being in a morally ambiguous party. Too bad he's with us! ;)
## Tragic Fate
According to [[Dread]], Karsh got bitten by a ghoul while with the party, and the ghoul poison got worse and worse. [[Gloam]] couldn't cure it, and neither could the clerics they paid. A few weeks ago, while in the [[Gauntlight]], Karsh died fighting a devil named [[Korlock]]. Despite this, they won the battle. With the ghoul poison running through his veins, Karsh rose again at midnight, becoming the very thing he hates. He still remembers his skills and his values, although he's occasionally overcome by his hunger.
Karsh and [[Gear]] turned on [[Calamity's Ruin]] and betrayed them, according to Dread.
## Divine Rebirth
During the events of [[048_20230909 The Duskwalker Awakening]], Karsh was killed in combat while fighting alongside the clerics of [[Pharasma]] against a horde of zombies. However, through [[Gloam]]'s prayer to Pharasma and the intervention of [[psychopomps]] (specifically [[asoi]] - black birds with masks), Karsh was miraculously reborn as a [[Duskwalkers|Duskwalker]].
As a Duskwalker, Karsh has been granted a new purpose: to protect the distinction between death and life. He can never become undead again, and he is sworn to serve the balance between life and death. The transformation restored his soul and granted him a new form - that of a naked teenage boy with gray, pale skin similar to Gloam's.
## New Identity
After his rebirth, Karsh took his name again and received blessings from his companions:
- [[Vayle]]: "You like new clothes."
- [[Jaspen Bond Callistair|Bond]]: "You have a purpose."
- [[Zuhri]]: "You like the freedom of the sea."
- [[Ashnefrotty|Ash]]: "You are a champion of good." (natural 20)
- [[Gloam]]: "You are blessed by Pharasma."
This divine intervention represents a second chance for Karsh, freeing him from the curse of undeath and granting him a new role as a protector of the natural order.
## Memory Loss and New Life
During the events of [[049_20230916 Round One with the Worm That Walks]], the new Karsh was discovered to have no memory of his past life. He doesn't remember who he is, what he is, what he can do, or where he came from. This amnesia extends to his previous relationships and experiences, creating a clean slate for his new existence as a Duskwalker.
## Physical Changes
The reborn Karsh is very tall (about 6 feet) but appears to be in his teens. Unlike his previous form, he no longer has fangs or the tribal tattoos that once marked his identity. He has taken most of the old Karsh's possessions, maintaining some connection to his past through material belongings.
## Current Status
Despite his memory loss, Karsh remains a valuable member of the party, participating in their battle against [[Volluk Azrinae]] and his minions. His new form as a Duskwalker grants him unique abilities and protections, while his amnesia allows him to approach situations with fresh perspective and innocence.