Background
Guide.
Ideals
Knowledge is important, by learning you survive, by understanding you live. We should help any creatures we come across as long as they're not hostile.
Mannerisms
Picks up new words quite fast, but tends to not fully understand what they mean. She runs around a lot since she has a lot of stamina despite her weak body.
Goals
To learn more about civilization and meet more people.
Flaws
Ann is quite the fool and can be too trusting of what people say. She's very energetic despite her low strength putting her into spots she can't really get out of. She doesn't view necromancy has inherently evil, just another way of using magic to survive.
Fears
Wolves, Ann has been almost killed by a pack of them once. All though she has never encountered the Hag "Whisperer" she's heard stories and avoids the segment of the colorful woods she's from. After gaining the ability to wildshape she has gotten a new fear of darkness "What do you mean everything doesn't have darkvision?!?! I thought they just couldn't see as well!"
View on Magic
Druidic magic has been a huge part of Ann's life, the main source of her magic has been her knowledge on the lands and nature from it. Her magic is an expression on her knowledge she has learned from her travels. Her "spellbook" are (porly) drawn artwork of places she's been and plants/animals she has seen (plus one stick glued in). Every experience drawn in the book represents a new spell she has learned. When casting there's a small breeze around her (temperature and sent change depending on what circle of the land trait she's using).