Current Character Background: Laila Barrelbloom Wraithbane

Fantasy Character Race: Crossbreed/Mixed Race - A Human mixed with a non-human.

Culture: Civilized - Native to Wilds or UrbanCivilized cultures are most otten noted for central governments (which seem to exist solely for the purpose of ccllecting taxes) and large ctties and stocked wi1h the dubious benefits of civiliza1ion - table manners, royal dynasties, wizards, pro fessional thieves, naval warfare, civil engineering and of ccurse, tax accountants. The hereditary warrior classes have beccme landed gentlefolk as knights and samurai are replaced by paid soldiery. Historical examples include: Persian and Early Roman Empires, imperial China, Serenium kingdom, dynastic Egypt, feudal Japan, the lncan empire. Fictional civilized cultures include: J. R. R. Tolkein's Gondoreans, Raymond Feist's Kingdom of the Isles, and Robert E. Howard's Aquiloneans.Gameplay Benefits: A civilized charaeler has a chance to have develop a hobby. If a Civilized character later changes to a Barbarian or Nomad Culture, he or she will be able to live as if he or she were one Social Status level higher and gain the Culture's survival skills.Survival: Choose either Urban or Wilderness, but character initially has ability in either environment. Literacy: A character from a Civilized Culture has a chance to be literate in his or her native language.Roleplay: Civilized peoples classically take a dim view of lesser cultures, often viewing them as less than human - especially true for those of Well-to-Do and higher Social Status. "Helpful" Civilized folk may feel a need to bring Civilization to lower Culture levels. A civilized character usually feels most at home in a cny and will be aware of what a cny has to offer.

Social Status: Comfortable - This social group represents the middle class of any culture. They typically live in clean, well-furnished homes or apartments, often located in better neighborhoods. They eat regularly and sometimes quite well. Children in these families are frequently educated by tutors.Their luxuries include warm homes, quality food, the ability to hire household help, fine clothing, and family heirloom books. They may own a horse or a buggy for transportation. This group includes professions such as "impoverished" nobility, university professors, scribes, certain craftsmen, highly skilled laborers, lower-level government officials, military officers of lower rank, lesser priests and magicians, shopkeepers, prominent warriors, and lesser chieftains.

Birth Legitimacy?: Legitimate - Legitimate Birth

The Family: Grandparents - Grandparents only. Maternal relation.

Siblings: 3 - Three Siblings

Birth Order : Second born (+ 10% additional starting money). -

Time of Birth : Born in the Winter -

Place of Birth : Exotic - Exotic Birth Locations.

Exotic Birth Locations : Evil Temple - In the temple of an evil or malignant diety..

Unusual Births: Nothing - Nothing unusual occurred.

Parents & NPCs : HoH Single Occupation - Head of household (NPC) has one occupation.

Occupations, Culture: Primitive -

Primitive Occupations: Hunter - He stalks wild game, providing both foodand clothing. Diel is supplemented by gathered foods.

Parent 1

Appearances: Cadaverously thin - Character is thin to the point of looking malnourished or a victim of famine.

Civilized Occupations Selection: Lower Class Occupation -

Civilized Occupations: Lower Class: Sailor -

Parents & NPCs Noteworthy Items: Noteworthy Birth Events - NPC had unusual birth circumstances.

Unusual Birth Circumstances : Curse - Born with a curse..

Curses: Darkside Trait - Take on 1 Darkside personality trait.

Darkside Traits: Morose - Always gloomy and moody.

Unusual Birth Circumstances : Childbirth Death - Mother died in childbirth..

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

Lightside Traits : Teetotaler - Abstains from drinking alcohol.

Parents & NPCs Noteworthy Items: Gift or Legacy - NPC possesses an unusual item.

Gifts & Legacies: Musical instrument - A musical instrument.

Gifts & Legacies: Musical Instruments: Fiddle

Gifts & Legacies: About this item...: None Special about this item

Parent 2

Appearances: Dresses simply - Wears plain, unadorned clothing.

Civilized Occupations Selection: Special Occupation -

Special Barbarian Occupations: Forester/Ranger - Warrior, guide and hunter, who knowsthe forest, its flora and its fauna.

Parents & NPCs Noteworthy Items: Obsession with a past event - A significant event from the past.

Significant Events of Childhood & Adolescence: Runaway! - Character runs away from home and wanders the land, one step ahead of theauthorities, living by wits.

Underworld, How it started: Forced - The character is forced into a crime by criminals who threaten his loved ones.

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

Underworld, Events: Lost Loot! - Character participates in a large jewel heist, only to have his partners vanish with the loot. There were 1 to 4 others involved and the jewelry has never reappeared.

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

Lightside Traits : Kindly - Warmhearted and friendly.

Sibling 1

Civilized Occupations Selection: Special Occupation -

Special Barbarian Occupations: Adventurer - One who adventures.

Adventurers: Ranger - A woodland warrior, a tracker, a soout.

Adventurers : Prowess: A skilled Veteran - Adventuring skills are usually midlevel

Parents & NPCs Noteworthy Items: Friends - NPC has many close friends.

Sibling 2

Appearances: Thin - Character is noticeably thinner than average.

Civilized Occupations Selection: Lower Class Occupation -

Civilized Occupations: Lower Class: Stable hand - Household servant

Parents & NPCs Noteworthy Items: Another Social Status - NPC originally of a different Social Status

Social Status: Destitute - These individuals are considered the dregs of society. They often lack property and a permanent home. Some are unemployed and unable to find work, while others are indentured to a master, living at their mercy. Primitives, in particular, often struggle to survive on the meager resources the land provides.Their primary focus is on foraging and scavengingthis is a life of mere survival with no luxuries. Money is scarce, and any income goes directly toward staying alive. This group includes people like non-guild beggars, street dwellers, serfs, sharecroppers, rural bandits, some slaves, and unfortunate primitives.

Life Period: Adulthood -

Underworld, How it started: Forced - The character is forced into a crime by criminals who threaten his loved ones.

Underworld, Type of Crime: Pirate - The character is heavily involved in Piracy.

Underworld, Pirates: Cunning Linguist! - Due to wide travel on the pirate ship. The character learns additional foreign languages, just enough to buy a stiff drink or a sharp sword anywhere in the world.

Underworld, Events: Lost Loot! - Character participates in a large jewel heist, only to have his partners vanish with the loot. There were 1 to 4 others involved and the jewelry has never reappeared.

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

Rivals: Who is the Rival?: Family Enemy - An enemy of the family.

Rivals: Why are they a Rival?: Spurned Beneficiary - Someone the character helpedor failed to helpwho feels cheated, betrayed, or overshadowed and seeks to prove themselves superior.

Rivals: What kind of Rivalry?: Friendly - Rival and character can still be friends. Rival enjoys competing against tha character. Rival may even remain a good friend.

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

Lightside Traits : Trusting - Trusts others to bohave correctly.

Sibling 3

Civilized Occupations Selection: Special Occupation -

Special Barbarian Occupations: Craftsman - Crafter of things

Crafter: Confectioner - Candy maker.

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

Exotic Personality: Phobia - Phobia

Exotic Personality: Phobia: Gynephobia - Fear of Females, usually found in males

Exotic Personality: Trait Strength: Weak - Feature is easily sublimated, overcome, or ignored, but is noticeable when actively affecting character.

Significant Events of Childhood & Adolescence: Special Adolescence Event - A special age-specific event occurs. - Adolescence

Special Events of Childhood: Adolescence Event - An event that would normally affect an adolescent occurs now.

Special Events of Adolescence: Military- Wait what? - Character mistakenly thought that he was applying for some other government job.

Military Experience, Type of Service (Civilized/Noble): Archer - Long bowmen or crossbowmen. Weapons: longbow or crossbow and short sword or axe. Armor: cloth, leather or studded leather. A Noble in this branch of service is always an officer.

Military Skills: Combat: Resist Fatigue - Reduce exhaustion gained from forced marches, long battles, or harsh environments.

Military Skills: Combat: Repair armor - Gain skill in repairing all kind of armor.

Military Skills: Combat: Shield Wall - When adjacent to allies with shields, gain increased defensive bonuses.

Military Skills: Forestry: Tree Climbing - Climb trees quickly and safely.

Military Skills: Forestry: Traps - Make traps & deadfalls with natural items.

Military Experience, Events: War of Succession! - A fierce war breaks out over the local kingdom's throne! The situation is grim. All noncombat troops are put in the field as light infantry. The characters unit is in the thickest fighting for months and sees more action than most.

Military Experience, Events (Battle!): Battle! - Characler is involved in a major battle. The Character's side lost the battle.

Military Experience, Events (Battle Events!): Valient Warrior! - Character fought well. Many foe died at his hands.

Military Experience, Events (Battle!): Battle! - Characler is involved in a major battle. The Character's side lost the battle.

Military Experience, Events (Battle Events!): Very Active Carreer! - Many things happened

Military Experience, Events (Battle Events!): Tramatic Effect! - The horror of it all causes the character to develop an Exotic Personality Feature.

Exotic Personality: Mental Affliction - Mental Affliction

Exotic Personality: Mental Affliction: Hysterical Sense Loss - Character believes that he is either blind or deaf (GM's choice).

Exotic Personality: Trait Strength: Trivial - Feature is barely noticeable, even when actively affecting the character. Special circumstances may have to exist for the feature to come into play.

Military Experience, Events (Battle Events!): Dereliction of Duty! - Regardless of his performance in battle, the character is accused of dereliction of duty and is court-martialed and demoted one rank.

Military Experience, Events (Battle!): Battle! - Characler is involved in a major battle. The Character's side wins the battle.

Military Experience, Events (Battle Events!): Decisive Action! - An act of the character reverses the battle's outcome (a losing battle is won, a winning battle lost). The Character is recognized for it (A losing action causes demotion several ranks, a winning action results in a promotion one or more ranks).

Military Experience, Events (Battle!): Battle! - Characler is involved in a major battle. The Character's side lost the battle.

Military Experience, Events (Battle Events!): Tramatic Effect! - The horror of it all causes the character to develop an Exotic Personality Feature.

Exotic Personality: Mental Affliction - Mental Affliction

Exotic Personality: Mental Affliction: Obsessive behavior: Player's Choice - The need to perform some action to the exclusion of everything else. The character cannot be comfortable, or in extreme cases, think rationally, until the obsession is resolved. Player Chooses the obsession.

Exotic Personality: Trait Strength: Obsessive - Character cannot rest or find peace unless actively pursuing the desires, needs or compulsions of the feature.

Military Experience, Events (Battle!): Battle! - Characler is involved in a major battle. The Character's side lost the battle.

Military Experience, Events (Battle Events!): Deserter! - Character deserts during battle, revealing to all his cravenly cowardice.

Significant Events of Childhood & Adolescence: Additional Significant Events -

Significant Events of Childhood & Adolescence: Rivals - Character acquires a Rival.

Rivals: Who is the Rival?: Government Official - A Human Government official.

Government Officials: Bureaucrat - a petty official within a government.

Rivals: Why are they a Rival?: Love - The Rival is secretly in love with the character. The Rival will not reveal the affection to the character, since the Rival feels that the character will probably reject him/her.

Rivals: What kind of Rivalry?: Friendly - Rival and character can still be friends. Rival enjoys competing against tha character. Rival may even remain a good friend.

Significant Events of Adulthood : Addiction - Character develops jaded tastes for exotic and possibly expensive pleasures (.

Significant Events of Adulthood : Relative Joins a Group - The relative joins a group under pressure, debt, or coercion, and quietly looks to the character for help or escape.

Relatives : Descendant - Two generations removed from the character.

Groups: Alchemists` Circle - Arcane & Scholarly Institution