Fantasy Character Race: Human - The most common race in many game systems. If one is familiar with modern examples of humanity, then one has a good basis for humanity when found anywhere else. Culture: May be of any Culture level. Uses standard events tables.
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: Mother & Father - Mother and Father only (not extended family)
Siblings: 2 - Two Siblings
Birth Order : First born (+20% additional starting money). -
Time of Birth : Born in the Fall -
Place of Birth : Family Home - In the character's family home.
Unusual Births: Nothing - Nothing unusual occurred.
Parents & NPCs : HoH Single Occupation - Head of household (NPC) has one occupation.
Occupations, Culture: Barbarian -
Barbarian Occupations: Merchant - Seller and trader of things
Merchants: Tavernkeepar - Sells alcoholic beverages, a cheerful atmosphere and a limited meal menu.
Parent 1
Civilized Occupations Selection: Special Occupation -
Special Barbarian Occupations: Counselor/Philosopher - Usually an old person who serves the leader of the clan.
Special Barbarian Occupations: Entertainer - Minstrel, juggler or tumbler.
Parents & NPCs Noteworthy Items: Another Social Status - NPC originally of a different Social Status
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.
Parent 2
Civilized Occupations Selection: Lower Class Occupation -
Civilized Occupations: Lower Class: Launderer -
Parents & NPCs Noteworthy Items: Serious Wounds - NPC was horribly wounded once.
Serious Injuries: Severed Limb - A body part is permanently severed from the body. Right Thumb. It is impossible to grip a weapon with that hand.
Serious Injuries, About this Injury ...: Pain - Injury causes constant pain. Without painkillers, the character must check to perform any action requiring concentration.
Sibling 1
Civilized Occupations Selection: Upper Class Occupation -
Civilized Occupations: Upper Class: Merchant - Seller and trader of things
Merchants: Furniture dealer - Sells finely made furniture to people with taste and money.
Parents & NPCs Noteworthy Items: An Event that made them infamous - NPC is noted for or hesitant to speak of something that occurred in his past. NPC is persecuted or villainized.
Significant Events of Adulthood : Exotic event. - An Exotic Event occurs.
Exotic Events : Living Pageant - The character is invited to a restricted gathering or ceremony. The event unfolds as a carefully choreographed performance where each participant unknowingly plays a symbolic role, and the character later realizes their actions carried meaning far beyond the ceremony itself.
Groups: Royal Conservatory - Cultural & Artistic Institution
Sibling 2
Appearances: Unusual speech - Commanding voice. Sentences sound like orders.
Civilized Occupations Selection: Upper Class Occupation -
Civilized Occupations: Upper Class: Doctor/Surgeon - A non-magical healer who specializes in sewing up wounds. and bleeding,
Parents & NPCs Noteworthy Items: Home town hero - NPC is important in home village/Town/city, not justanother face in the crowd.
Significant Events of Childhood & Adolescence: Assaulted - Something bad happens to the character. Character is assaulted by an adult.
Others: Rival - A Rival.
Rivals: Who is the Rival?: Noble - A NonHuman Noble.
Nonhumans: Half elf - A human a.nd ett crossbreed. Combines the vitalny of humanity with etvenkind's beauty and eldrltch nature. Though likeable, they are often outcasts.
Nobles: Nomad -
Nobles: Nomad: Hetman - Hetman (Hetwoman): A village leader
Rivals: Why are they a Rival?: He doesn't like the way they looks! - The characters looks.
Rivals: What kind of Rivalry?: Intense - Rival hates the character, and goes out of his way to foil him. Secretly hopes for the chance to injure the character in some way (physically, emotionally, financially, socially, etc.)
Significant Events of Childhood & Adolescence: Special Adolescence Event - A special age-specific event occurs. - Adolescence
Special Events of Childhood: Famous - The character becomes well-known, even famous for the occurrence of an event in his life.
Special Events of Childhood: Nobility Twin - Through a brief misadventure, the character discovers that he is a nearly exact twin of a young Noble.
Nobles: Civilized -
Nobles: Civilized: Knight - Knight (Sire or Lady): An earned title which cannot be inherited. Usually granted by a king.
Significant Events of Adulthood : Relative Joins a Group - The relative joins a group and gains protection and privileges, making them safer but also placing them under constant scrutiny and obligation.
Relatives : Sister - If you didn't knwo you ahd one, she's a long lost sister.
Groups: Moon Sisterhood - Religious & Spiritual Order