Current Character Background: Ivan Goldhand Caskraider

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: 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: 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: Pathological - The character has a pathological urge to do wrong.

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

Underworld, Events: Jailed! - Jailed for a few days in a sweep of the streets by law enforcement officials.

Birth Legitimacy?: Legitimate - Legitimate Birth

The Family: Father - Father Only

Siblings: 1 - One Sibling

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

Time of Birth : Born in the Summer -

Place of Birth : Cave - In a cave.

Unusual Births: Nothing - Nothing unusual occurred.

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

Occupations, Culture: Civilized -

Civilized Occupations Selection: Special Occupation -

Special Barbarian Occupations: Explorer - One who seeks new lands for trade or conquest.

Parent 1

Civilized Occupations Selection: Upper Class Occupation -

Civilized Occupations: Upper Class: Philosopher - A thinker, a sage, probably associatedwith either a religious institution or a school of higher learning. May be quite wise or simply pompous.

Parents & NPCs Noteworthy Items: Unusual Personality Trait - NPC is noted for his extremely unusual personality.

Exotic Personality: Behavior Tag - Behavior Tag

Exotic Personality: Behavior Tag: Stuttering - Reduce Charisma when talking. Spellcasting is more difficult.

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

Sibling 1

Civilized Occupations Selection: Lower Class Occupation -

Civilized Occupations: Lower Class: Launderer -

Parents & NPCs Noteworthy Items: Unusual Personality Trait - NPC is noted for his extremely unusual personality.

Exotic Personality: Allergy - Allergy

Exotic Personality: Allergy: Insect Bites/Stings - Multiple bites/stings, increases reaction level by one.

Exotic Personality: Allergy Strength: Severe - Severe

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

Darkside Traits: Cheat - Shortchanges others of their due.

Parents & NPCs Noteworthy Items: Unusual Personality Trait - NPC is noted for his extremely unusual personality.

Exotic Personality: Mental Affliction - Mental Affliction

Exotic Personality: Mental Affliction: Obsessive behavior: Hatred - 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. Character has an obsessive hatred towards a particular nonhuman race.

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

Nonhumans: Orc - A degenerate humanoid race, possibly an evil offshoot of ett kind. Noted for vile habits, coarse man ners, and rough way of life, ores are cruel, setfcentered, deceitful, fearful, and bully-like.

Significant Events of Childhood & Adolescence: Religious Experience - Character has a religious experience.

Religious Experience, How it started: A chance encounter! - In a lonely place, the character meets a intriguing follower of the god.

Deities: Love goddess - To Primitives, Nomads and Barbarians, she is female fertility. fn Civilized Cultures, she epitomizes romance, while in Decadent Cultures she is lust embodied.

Religious Experience, Events: Fanatic! - Character joins the god's religion. The character is a all-consuming, fanatical passion. Entire life is focused on on the god's religion, with a willingness to die for what one believes in.

Significant Events of Childhood & Adolescence: Addiction - Character develops jaded tastes tor exotic and possibly expensive pleasures.

Significant Events of Childhood & Adolescence: Additional Significant Events -

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: Peer Pressure - Peer pressure forces character to do criminal acts.

Underworld, Type of Crime: Kidnapper - The character is heavily involved in Kidnapping.

Underworld, Events: Jailed! - Jailed for a few days in a sweep of the streets by law enforcement officials.

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

Significant Events of Adulthood : Inherit Property - Character inherits property from a relative.

Gifts & Legacies: Property: Hunting preserve

Significant Events of Adulthood : Criminal Experience - Character becomes involved in illegal activities.

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

Underworld, Type of Crime: Violating Curfew - The character is heavily involved in Violating Curfew.

Underworld, Events: Secret Passage - The character learns the secret passages, entrances and exits to a local Noble's castle or estate. The Noble should be someone important in the GM's campaign.

Nobles: Barbarian -

Nobles: Barbarian: Jarl - Jarl or Eorl: Barbarian equivalent of a marquis, count or baron. May be hereditary, but often appointed.