Current Character Background: Aldrim Caskraider Firestone

Fantasy Character Race: Dwarf - Stalwart, short, stocky humanoids, with long beards and dour personalities, They are longer-lived than men; are excellent metal and stone workers; renowned as fighters; and often found in underground cities. Dwarves can be gruff, grumpy, gloomy or rowdy, often trusting none but themselves. Culture: Culture is never higher than Civilized. For racial events, use Table531: Dwarvish Events.

Culture: Barbarian - Native to Wilds or UrbanBarbarians are generally thought of as crude and semiliterate. In fact, they are not. Barbarian cultures are dynamic,often highly educated societies with a keen sense of proprietyand law and order. In a sense, they are pre-Civilized -organized, but not yet developed (or degenerated) to the pointwhere powerful centraf governments are needed. They normallyhave a solid economy wnh defined division of labor (occupationalspecialization). Organized religion is often a centralpillar of their society (and may dominate it). Bartlarians aregenerally led by strong charismatic warriors, but much of thepeople are governed by extended family groupings such asclans. Like the Nomads, most adult males are warriors in additionto any other profession that they follow (although, like theVikings, they may put this skill to work pillaging as opposed towarring). They may live in small cnies, which are often notmuch more than semipermanent camps. Examples ofhistorical Barbarian cultures include: feudal Europe (period ofCharlemagne), Gauls, Vikings, pre-19th century Iroquois andCherokee Indian tribes. Fictional Barbarians include J, R. R.Tolkein's Rohirrim, Robert E. Howard's Cimmerians and Vanirand Raymond Feist's Moredhel. Gameptay Benefits: A Bartlarian will learn weapon-usewth a hand weapon and a missile weapon to Rank 3 ability uponreaching adolescence. If he or she remains within a BarbarianCulture, a beginning character will always possess at least onehand weapon and one missile weapon.Survival Skills: Choose either Urban or Wilderness -Rank 5 skills in the chosen environment and Rank 1 skills in theother environment.Literacy: A character from a Barbarian Culture has a 10%chance to be literate in his or her native language.Roleplay: Like the Nomads, Barbarians live life withgusto. They live, love, fight, eat and drink like there may be notomorrow. Barbarians adapt well to Civilized cultures. ABartlarian character might easily be subject to great emotions,such a deep depressions, berserk fighting moods, andexuberant Joy. They are often frank and open about theirfeelings.

Social Status: Poor - Poor individuals have very little income and typically don't own property. Their homes are often of low quality, sometimes because of neglectful landlords who might also be their employers. Luxuries for this group can be as basic as good food, heat during winter, keeping a pet, or having clean water. In some societies, the poor are only a step above slaves.This group includes most non-leader nomads, primitives, peasants, uncivilized warriors, and the majority of laborers and welfare recipients. It also includes some landowning farmers, craftsmen, young or semi-skilled urban thieves, apprentices, office clerks, and most professional soldiers. The character had an Underworld encounter at some point in his life because of his Poor upbringing in Childhood, Adolescent or Adulthood

Underworld, How it started: Punisher - The character feels he is punishing those responsible for misdeeds done to him.

Underworld, Type of Crime: Hired thug - The character is heavily involved as a Hired thug.

Underworld, Events: Fight!! - Seriously wounded in a fight.

Serious Injuries: Head injury - Head injury causes brain damage. The character develops an Exotic Personality Feature.

Serious Injuries, About this Injury ...: Pain - Injury causes constant pain. Without painkillers, the character must check to perform any action requiring concentration.

Birth Legitimacy?: Legitimate - Legitimate Birth

The Family: Father - Father Only

Siblings: 4 - Four Siblings

Birth Order : Second-to-last born (-10% starting money). -

Time of Birth : Born in the Fall -

Place of Birth : Exotic - Exotic Birth Locations.

Exotic Birth Locations : Alley - In an alley..

Unusual Births: 1 - One unusual occurrence..

Unusual Birth Circumstances : Abandoned in the Forest - Infant character was left to die on hillside by natural parents. Character is subsequently raised by foster parents who discovered the child..

Parents & NPCs : HoH One Full Time/One Part Time - Head of household (NPC) has one primary occupation which is performed full time and a seccndary occupation which is pertormed on a part time basis.

Occupations, Culture: Primitive -

Primitive Occupations: Special Occupation -

Special Occupations: Seer - Someone who speaks for a god, not necessarily a priest. Part of an established temple. more like a religious fortune teller. he sees the future through his god. but for a price.

Religious Experience, How it started: Hostile encounter! - Followers of the god are persecuting unbelievers.

Deities: Decadent Beast gods - In decadent cultures, beast gods are no longer revered as guardians of balance but as patrons of dominion, excess, and exploitation embodying animals as property, status symbols, and instruments of cruelty. Worshippers seek favor not through harmony, but through breeding abominations, staged hunts, blood sports, exotic menageries, and the breaking of beasts to prove mastery over nature rather than coexistence with it.

Religious Experience, Events: Prophet! - Character makes prophetic statements.The character becomes qutte unpopular for what he says.

Occupations, Culture: Civilized-Decadent -

Civilized Occupations Selection: Middle Class Occupation -

Civilized Occupations: Middle Class: Business Owner - Seller and trader of things

Parent 1

Civilized Occupations Selection: Special Occupation -

Special Barbarian Occupations: Adventurer - One who adventures.

Adventurers: Bard - A wandering minstrel

Adventurers : Prowess: A grand-master of the profession - Quite possibly reknowned throughout the world. Skills very high.

Parents & NPCs Noteworthy Items: Rival - NPC has a Rival.

Rivals: Who is the Rival?: Lover/BFF - A former lover/best friend or best friend

Rivals: Why are they a Rival?: Ideological Opponent - A rival who believes the characters choices are wrong or dangerous, clashing over morality, politics, faith, or the right way to save the world.

Rivals: What kind of Rivalry?: Fierce - Rival hales the character bitterly. This is an unhealable grudge. This rivalry often clouds judgement and could lead to no-holds-barred conflict The rival maximizes all opportunities to thwart the character, hoping to cause injury in so doing.

Parents & NPCs Noteworthy Items: Personality Quirk - NPC is Noted for his personality. Light Side Quirk

Lightside Traits : Optimist - Always see the good side of things.

Sibling 1

Civilized Occupations Selection: Lower Class Occupation -

Civilized Occupations: Lower Class: Tinker - repairs pols, sharpens blades.

Parents & NPCs Noteworthy Items: Companion - NPC had a companion.

Companions: Who is it?: A childhood friend.

Companions: Why are they with you?: The Voices Told me to do it! - Mysterious voices/feelings told the Companion to seek out the character and join him.

Companions: What kind of Companion?: Loyal Friend - Companion might lay down his fife for the character. Will support the character in all he does.

Parents & NPCs Noteworthy Items: Another Culture - NPC was originally from a different Culture.

Culture: Barbarian - Native to Wilds or UrbanBarbarians are generally thought of as crude and semiliterate. In fact, they are not. Barbarian cultures are dynamic,often highly educated societies with a keen sense of proprietyand law and order. In a sense, they are pre-Civilized -organized, but not yet developed (or degenerated) to the pointwhere powerful centraf governments are needed. They normallyhave a solid economy wnh defined division of labor (occupationalspecialization). Organized religion is often a centralpillar of their society (and may dominate it). Bartlarians aregenerally led by strong charismatic warriors, but much of thepeople are governed by extended family groupings such asclans. Like the Nomads, most adult males are warriors in additionto any other profession that they follow (although, like theVikings, they may put this skill to work pillaging as opposed towarring). They may live in small cnies, which are often notmuch more than semipermanent camps. Examples ofhistorical Barbarian cultures include: feudal Europe (period ofCharlemagne), Gauls, Vikings, pre-19th century Iroquois andCherokee Indian tribes. Fictional Barbarians include J, R. R.Tolkein's Rohirrim, Robert E. Howard's Cimmerians and Vanirand Raymond Feist's Moredhel. Gameptay Benefits: A Bartlarian will learn weapon-usewth a hand weapon and a missile weapon to Rank 3 ability uponreaching adolescence. If he or she remains within a BarbarianCulture, a beginning character will always possess at least onehand weapon and one missile weapon.Survival Skills: Choose either Urban or Wilderness -Rank 5 skills in the chosen environment and Rank 1 skills in theother environment.Literacy: A character from a Barbarian Culture has a 10%chance to be literate in his or her native language.Roleplay: Like the Nomads, Barbarians live life withgusto. They live, love, fight, eat and drink like there may be notomorrow. Barbarians adapt well to Civilized cultures. ABartlarian character might easily be subject to great emotions,such a deep depressions, berserk fighting moods, andexuberant Joy. They are often frank and open about theirfeelings.

Heritage: Immigrant - The character was born in a foreign land and moved to this land upon reaching adulthood. He almost certainly stands out as a foreigner.

Parents & NPCs Noteworthy Items: Exotic Event - NPC was affected by an Exotic Event which is spoken of often.

Exotic Events : Wrong Identity! - Character is mistaken for the missing offspring of the ruler of the land and is taken to live in the ruler's household. The missing offspring is the ruler's heir. Initially, the character decides to maintain the ruse. Then, after [1d6] years The heir never really disappeared. The whole thing was a set-up by the Nobles. The offspring was an only child and slowly went mad. In order to continue the dynasty, the ruler brought in the cha rad er to keep up the appearance of a competent heir until another child was born.

Sibling 2

Civilized Occupations Selection: Middle Class Occupation -

Civilized Occupations: Middle Class: Tavern/Inn Owner - Runs a tavern where drinks andfood are sold. The tavern is also an inn.

Parents & NPCs Noteworthy Items: Loving Family - NPC's relationship with his family is particularly loving

Sibling 3

Civilized Occupations Selection: Special Occupation -

Special Barbarian Occupations: Civilized Occupation -

Civilized Occupations Selection: Lower Class Occupation -

Parents & NPCs Noteworthy Items: Obsession with working out a dark quirk - The working out of a dark personality trait.

Darkside Traits: Untrustworthy - Net wonh trusting.

Parents & NPCs Noteworthy Items: Another Culture - NPC was originally from a different Culture.

Culture: Nomad - Native to WildernessNomads rely heavily on livestock that can move as seasons and resources dictate and are rarely agricultural. Most Nomads are mounted or use beasts of burden to transport belongings. Nomads organize along family group lines, do not settle permanently, and do not develop abstract writing beyond the level of pictographs. In most Nomad tribes and clans, all adult males are warriors. The Nomads may also be skilled in other crafts or professions (rarety metal-working), but skill in combat is a necessity for survival. Examples of historic Nomadic cultures include: Bedouins, ancient Huns, Gypsies, Sioux and other plains American Indians and Afghan shepherds. Nomad cultures out of fiction include J. R. R. Tolkein's Easterlings and Michael Moorcock's Flamebringers.Gameplay Benefits: A Nomad character will normally be a skilled rider and will have a horse or other riding animal - even if encountered in another Culture. Nomad males will learn weapon use to capabilny after reaching adolescence. If he remains within a Nomad Culture a beginning character will always possess at least one hand weapon and one missile weapon.Survival Skllls: Wilderness. Urban. Literacy: A nomad will always be able to interpret his or her native pictograph writing, but a small chance to write in it. They has a chance to read the pictographs of another Nomad Culture. A Nomad has a chance to be literate in the language ol another Culture.Roleplay: Like Primitives, Nomads rely strongly on tradition. They may have wanderlust and can become uncomtenable when tied down to one locale. A Nomad will always feel out of place in a city and often distrust those who live in them. Nomads retain some of the Primitives' superstitious nature. A Nomad character may have a kind of wild vitalny, a lust for life that has been lost by the civilized.

Heritage: Shunned Immigrant - The character is the child of recent immigrants to this land and still does not fit in with the dominant society.

Parents & NPCs Noteworthy Items: Personality Quirk - NPC is Noted for his personality. Dark Side Quirk

Darkside Traits: Disrespectful - Does not show respect.

Sibling 4

Civilized Occupations Selection: Middle Class Occupation -

Civilized Occupations: Middle Class: Pathfinder - a guide or pilot who aids travelers andmerchants in unknown areas. The pilot is a seagoing guide (more than just a navigator).

Parents & NPCs Noteworthy Items: Companion - NPC had a companion.

Companions: Who is it?: A older sibling.

Companions: Why are they with you?: Secret Love - The Companion is secretly In love with the character. The Companion will not reveal the affection to the character, since the Companion feels that the character will probably reject him or her.

Companions: What kind of Companion?: Bumbling Buddy - A buffoon who tries to be a hero, and may inadvertantly succeed more often than he fails. Give him comical quirks. Intensely loyal lo the character, but not much help in a fight. May have an inloriority complex.

Parents & NPCs Noteworthy Items: Unfaithful - Is unfaithful to spouse

Significant Events of Childhood & Adolescence: Something Wonderful. - Something Wonderful Occurs.

Wonderful Events: Gain Special Citizenship - The character gains legal recognition or citizenship in a prestigious city or realm.

Significant Events of Childhood & Adolescence: Travel - Family travels widely. visiting several countries.

Significant Events of Childhood & Adolescence: Tragedy - A Tragedy Occurs.

Tragedic Events: Possesion Vanish - A favorite, possibly valuable, possession vanishes. It was stolen.

Significant Events of Childhood & Adolescence: Divorce - Character's parents split up.

Significant Events of Childhood & Adolescence: Distant Parents - One parent - Father - is distant and cold towards the character.

Significant Events of Adulthood : Wanderlust Travelling - Character has wanderlust and decides to travel. Adventure nearby dark woods.