Current Character Background: Wimble Kettlehook

Motivation: Faith - The character's greatest desire is to serve his deity to the fullest possible extent. Every action will be weighted based on the teachings of the religion and the extent of his personal belief. This is a great motivator for quests and crusadesin the name of the gods. Please note that characters motivated by Faith need not be good guys.

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: Extremely Wealthy - These people have an enormous amount of money, far more than the merely wealthy. They own estates the size of baronies or even duchies, and command not just a large staff of servants but often their own army. They host parties so lavish they could bankrupt an entire city and are often quite eccentric.This class includes heirs to old family fortunes who have continued to expand their holdings, as well as kings of wealthy nations and emperors.

Birth Legitimacy?: Legitimate - Legitimate Birth

The Family: Guardian - Guardian

Siblings: 3 - Three Siblings

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

Time of Birth : Born in the Spring -

Place of Birth : Field - In the middle of a field.

Unusual Births: 2 - Two unusual occurrences..

Unusual Birth Circumstances : Weird Water - Water froze or boiled by Itself..

Unusual Birth Circumstances : Family Curse - A seer declares that the character will be afflicted by an ancient family curse (that the character's family obviously thought was long gone). Create a reason for the curse to have been laid upon the family in the first place..

Curses: Darkside Traits - Take on 4 Darkside personality traits.

Darkside Traits: Tactless - Speaks before thinking.

Parents & NPCs : HoH Does not work - Head of household (NPC) does not work. Other parent' or family member works.

Occupations, Culture: Nomad -

Nomad Occupations: Herder - Raises the animals that are the mainstayof the nomadic way of life.

Parent 1

Civilized Occupations Selection: Upper Class Occupation -

Civilized Occupations: Upper Class: Engineer - A designer and constructor of mechanicaldevices and structures. Often works on a grand scale.

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

Darkside Traits: Tactless - Speaks before thinking.

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

Companions: Who is it?: A nonhuman.

Nonhumans: Demon Kin - Mortals touched by infernal bloodlines, marked by horns, tails, and glowing eyes, often struggling against prejudice and dark legacies.

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?: Grim Ally - Doesn't talk much. Does what must be done to the best of his ability. Dislikes frivolity, especially in the face of danger. Quite sure of himseff al all times.

Parents & NPCs Noteworthy Items: Legendary Lost Treasure - NPC tells tales of a legendary lost treasure that gave vague hints regarding its location.

Sibling 1

Civilized Occupations Selection: Special Occupation -

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

Parents & NPCs Noteworthy Items: Patron - NPC has a patron.

Patrons: Who do you serve?: Noble Patron - A Noble

Nobles: Barbarian -

Nobles: Barbarian: High King - Rules over lesser kings, often an elected position. Common in Barbarian Cultures.

Patrons: Why do you serve?: Needs Skill Labor! - The patron needs the characters skills.

Patron Events: Tutor! - Patron provides for character's formal education.

Parents & NPCs Noteworthy Items: Secret Identity - NPC has a secret identity.

Sibling 2

Civilized Occupations Selection: Special Occupation -

Special Barbarian Occupations: Healer/Herbalist - One who is wise in the ways ofplant life and medicines.

Parents & NPCs Noteworthy Items: Patron - NPC has a patron.

Patrons: Who do you serve?: Reliogious Leader - The head of a religion.

Deities: Evil Trade God - Patron of theft, slavery, and economic ruin, sanctifying exploitation, collapse, and wealth gained through devastation of others.

Patrons: Why do you serve?: Needs Skill Labor! - The patron needs the characters skills.

Patron Events: Traveller! - Travel widely with patron. learn the land.

Parents & NPCs Noteworthy Items: Foreigner - NPC is form a foreign land.

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.

Parents & NPCs Noteworthy Items: Military Experience - NPC is a military veteran.

Military Experience, Type of Service (Civilized/Noble): Light Cavalry - Not heavily armored. Includes lancers andhorse archers. Typical of Nomadic warriors. A Noble in this branch of service is always an officer. Weapons: bow, sword & lance. javelin & sword. lance & sword, lance & axe, crossbow & sword. Armor: small or medium shield; leather, studded lea1her. or cuirboilli.

Military Skills: Combat: Improve/Gain Skill - Improve or gain weapon skill (of choice).

Military Skills: Combat: Combat Reflexes - Gain bonuses to reactions such as counterattacks, opportunity strikes, or parries.

Military Skills: Combat: Improve/Gain Skill - Improve or gain weapon skill (of choice).

Military Skills: Combat: Military strategy - Gain bonuses to battle tactic related skills

Military Skills: Horse: Calm Mount - Soothe frightened or panicking horses during stress or battle.

Military Skills: Horse: Saddle & Tack Repair - Repair saddles, bridles, and harnesses in the field.

Military Skills: Horse: Horse Breeding - Select and pair horses to improve traits such as speed, strength, or temperament.

Military Skills: Horse: Horse Breeding - Select and pair horses to improve traits such as speed, strength, or temperament.

Military Skills: Forestry: Make Shelter - Making own shelter, against cold & damp.

Military Experience, Type of Service (Civilized/Noble): Heavy Cavalry - Armored Knights, usually Nobles or theirretainers and squires. Weapons: bow, sword & lance; javelin, spear, & sword; lance & axe. Armor: medium shield; heavy or light scale mail, chainmail and/or partial plate mail. Knights (Nobles) always wear plate mail (if allowed by Culture level). A Noble in this branch of service is always an officer.

Military Skills: Combat: Intimidating Presence - Gain bonuses when attempting to frighten, cow, or break enemy morale in combat.

Military Skills: Combat: Combat Reflexes - Gain bonuses to reactions such as counterattacks, opportunity strikes, or parries.

Military Skills: Combat: Improvised Weapons - Gain proficiency and bonuses when using everyday objects as weapons.

Military Skills: Combat: Improve/Gain Skill - Improve or gain weapon skill (of choice).

Military Skills: Horse: Horse Care - Care for horse (clean, curry, etc.).

Military Skills: Horse: Saddle & Tack Repair - Repair saddles, bridles, and harnesses in the field.

Military Skills: Horse: Improve any skill - lmprove proficiency in a skill.

Military Skills: Horse: Hourse Medicine - Horse medicine (perform animal first aid).

Military Experience, Type of Service (Civilized/Noble): Heavy Infantry - Heavily armored foot soldiers & knights. Weapons: two-handed spear. two-handed axe & sword, axe & javelin, or spear & sword. Armor: medium or large shield, scale mail, chain mail, or partial plate mail. A Noble in this branch of service is always an officer.

Military Skills: Combat: Improve/Gain Skill - Improve or gain weapon skill (of choice).

Military Skills: Combat: Improve/Gain Skill - Improve or gain weapon skill (of choice).

Military Skills: Combat: Improve/Gain Skill - Improve or gain weapon skill (of choice).

Military Skills: Combat: Improvised Weapons - Gain proficiency and bonuses when using everyday objects as weapons.

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

Military Experience, Type of Service (Civilized/Noble): Special Forces - Combat forces who perform special tasks. A Noble in this branch of service is always an officer.

Special Forces: Espionage - Espionage. Infiltrate the enemy, and return with key information.

Military Skills: Combat: Battlefield First Aid - May stabilize allies more quickly during combat without penalty.

Military Skills: Combat: Improve/Gain Skill - Improve or gain weapon skill (of choice).

Military Skills: Combat: Improve/Gain Skill - Improve or gain weapon skill (of choice).

Military Skills: Combat: Formation Fighting - Gain bonuses when fighting alongside allies in organized formations.

Military Skills: Combat: First aid - Gain bonuses in field medicine.

Military Skills: Combat: Weapon Maintenance - Gain bonuses to weapon durability; weapons used by the character are less likely to break or dull.

Military Skills: Forestry: Improve - lmprove any proficiency in a skill.

Military Skills: Forestry: Forest Stealth - Remain unseen while moving through forests.

Military Experience, Events: Reenlist - Character reenlists In his branch of service for another five year hitch. He is promoted one rank.

Military Experience, Events: War! Invasion! - A fierce war breaks out as an army from a neighboring land invades. 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!): Killed the leader! - Character slays 1he leader of 1he enemy.

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

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

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

Military Experience, Events (Battle Events!): Killed the leader! - Character slays 1he leader of 1he enemy.

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

Military Experience, Events (Battle Events!): Many die Under Him! - Charac1er is personally responsible for the deaths of many comrades or followers.

Military Experience, Events (Battle Events!): Serious casualties - Serious casualties. Character was injured and has an impressive scar to show for it.

Military Experience, Events (Battle Events!): Heroic Warrior! - Character fought well and with notable heroism. Many comrades owe their lives to his heroics. The character is promoted one rank for his valor (or made an officer if not yet one). The character may improve one weapon skill.

Military Experience, Events (Battle Events!): Killed the leader! - Character slays 1he leader of 1he enemy.

Military Experience, Events (Battle Events!): Lone Survivor! - Character is the only survivor of his unit.

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 Events!): The carnage was awesome! - The carnage was awesome. [d100%] of the character's side was killed. The character fought poorly and almost died when he received a serious injury.

Serious Injuries: Back Injury - Reduce Strength.

Serious Injuries, About this Injury ...: Nothing - Nothing notable.

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

Military Experience, Events (Battle Events!): Heroic Warrior! - Character fought well and with notable heroism. Many comrades owe their lives to his heroics. The character is promoted one rank for his valor (or made an officer if not yet one). The character may improve one weapon skill.

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

Military Experience, Events (Battle Events!): Killed the leader! - Character slays 1he leader of 1he enemy.

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

Military Experience, Events (Battle Events!): Heroic Warrior! - Character fought well and with notable heroism. Many comrades owe their lives to his heroics. The character is promoted one rank for his valor (or made an officer if not yet one).

Military Experience, Events: War! Extra-Planar Monster Invasion! - A fierce war breaks out as an army of alien monsters invades. 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!): Decorated for Service! - Regardless of performance in battle, the character is decorated for his heroism. If the character is an officer in the service of a Noble, the character is made a knight

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

Military Experience, Events (Battle Events!): Cost of Victory! - The victory side suffers light casulties.

Military Experience, Events (Battle Events!): The carnage was awesome! - The carnage was awesome. [d100%] of the character's side was killed. The character fought poorly and almost died when he received a serious injury. The character's military career ends.

Serious Injuries: Foot Injury - Foot Injury causes constant limp. Penalties on Movement.

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

Military Experience, Events (Battle Events!): Annihialation! - The loser's side is utterly destroyed.

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!): Very Active Carreer! - Many things happened

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 Events!): Heroic Warrior! - Character fought well and with notable heroism. Many comrades owe their lives to his heroics. The character is promoted one rank for his valor (or made an officer if not yet one). The character may improve one weapon skill.

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

Military Experience, Events (Battle Events!): Heroic Warrior! - Character fought well and with notable heroism. Many comrades owe their lives to his heroics. The character is promoted one rank for his valor (or made an officer if not yet one). The character may improve one weapon skill.

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

Military Experience, Events (Battle Events!): Lone Survivor! - Character is the only survivor of his unit.

Sibling 3

Civilized Occupations Selection: Lower Class Occupation -

Civilized Occupations: Lower Class: Peat cutter -

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

Exotic Events : New Pet! - While near a river after a mighty storm has passed through, the character discovers a waterlogged old chest, sealed wtth rusted chains and weighted with stones. Upon opening tha chest, the character discovers the limp, bedraggled, and apparently drowned form of a young animal. The chest looks as if it had been underwater for years, yet the animal is but recently dead. Moments later, the creature's eyes open and it begins to calmly and casually clean and preen itself. The character has acquired an unusual pet.

Unusual Pets: Jaguar -

Unusual Pet Abilities: Grow at Will - Can increase its size and strength 3 times their normal value, once each day for 1d6 hours.

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

Gifts & Legacies: Papers - A pouch of papers containing a scroll of magic spells.

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

Parents & NPCs Noteworthy Items: Religious - NPC is very religious and constantly seeks to evangelize others to join his religion, faith, or cult.

Deities: Decadent Ruling deity - Once a guide to wise and just leadership, this god is now revered as the divine source of absolute authority and entitlement, granting legitimacy not to the best rulers but to the most ruthless. His blessing teaches leaders how to maintain power through fear, spectacle, and obedience, framing tyranny, excess, and inherited dominance as sacred proof of divine favor rather than moral worth.

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

Special Events of Childhood: Family Secret - One of the character's grandparents dies of natural causes in the presence of the character. Roll a d1O. The grandparent entrusts the character with asecret.

Significant Events of Childhood & Adolescence: Betrothed - Character is betrothed in a political marriage to be consummated upon reaching age of majority (about the time that a character would begin an adventuring career)

Significant Events of Childhood & Adolescence: Loving Family - Character is loved by parents or guardians

Significant Events of Adulthood : Unusual Weapon Skill - Learn to use an unusual weapon proficiency. The weapon is something alien to the character's Culture.