Current Character Background: Wolfrim Grogbeard

Motivation: Love. - The character lives his life only to serve someone he loves. He puts this person's welfare and happiness abovehis own. This is particularly suited to characters who have an ongoing romance.

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: 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.

Social Status: Well-to-Do - This class represents the upper middle class or merchants in both barbarian and civilized societies. They typically own large homes, employ household staff like a cook or maid, and have their own private transportation, which allows them to travel. It's not uncommon for them to own more than one home in different cities. Their children receive a private education.Luxuries for this group include elegant furnishings, artwork, extensive libraries, hosting parties, fine clothing, and enjoying occasional exotic foods. This class includes the younger children of nobility, highly successful craftsmen, high-ranking military officers, merchants, ship owners, successful magicians, priests of prominent religions, guild leaders, city officials, and barbarian or nomad chieftains.

Birth Legitimacy?: Legitimate - Legitimate Birth

The Family: Father - Father Only

Siblings: 3 - Three Siblings

Birth Order : A "middle" child. -

Time of Birth : Born in the Winter -

Place of Birth : Barn - In a common barn.

Unusual Births: 2 - Two unusual occurrences..

Unusual Birth Circumstances : Noon Birth: Day Magic Boost - Magical Ability increased during the daylight.

Unusual Birth Circumstances : Death in the Family - The character's birth coincided with the death of a prominent community member. This strange timing could lead to two dramatic outcomes: either the character is held responsible for the death, or they are revered as the deceased's reincarnation..

Parents & NPCs : Secret Occupation - Head of household (NPC) doss not have a readily apparent occupation of any kind. When money is needed, it just seems to be available.

Parent 1

Appearances: Effeminate - The character exhibits attributes and mannerisms more often associated with a woman than a man.

Civilized Occupations Selection: Lower Class Occupation -

Civilized Occupations: Lower Class: Bartender - Tavern or Inn Employee

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

Culture: Primitive - Native to WildernessPrimitive societies typically lack written language and do not establish enduring settlements. Their primary means of subsistence revolves around food acquisitionprimarily through hunting, a role traditionally held by men, and gathering, often undertaken by women, children, and the elderly. These communities do not engage in metalworking, and systematic agriculture remains uncommon. Social organization is centered around familial and clan structures, with leadership often held by the most skilled hunters. Elders are respected for their experience and wisdom.Historically, such cultures include many prehistoric groups, various Amerindian tribes, Arctic peoples, Australian Aboriginal communities, African bushmen and pygmies, tribes of the Amazon rainforest, Pacific Islanders, native populations of New Guinea, and the ancient Picts. In fiction, examples of primitive cultures appear in J.R.R. Tolkiens Wood Woses, Michael Moorcocks tribes of Qin and Yu, and Robert E. Howards Hyborian Picts.Gameptay Benefits: A Primttive character learns basic weapon use at Rank 3 abilify and hunting/gathering skills to Rank 4 competency . The learned weapon is usually a club, spear er bow and arrow. All adult, male primitives {and some females) can create weapons from natural resources (flint and wood become a spear, a tree root a spiked club, etc.). If he or she remains within a Primitive Culture, a beginning character will always possess at least one hand weapon. Survival Skills: Wilderness. Urban. Literacy: A character from a Primttive Culture has only a small chance to be literate. Since Primitives have no written language, this will always be the language of another culture.Roleplay: Characters born into Primitive cultures tend to be superstitious. Tradition is important to them. They are often distrusting of "higher" levels of Culture, viewing their accomplishments as evil, A Primitive character will probably be less willing to accept the "beneftts" of civilization and may even suffer from exposure to civilized cultures. Primitive characters are often viewed as stupid, but are usually qutte clever - they lead hard lives and sharp wits are necessary for daily survival.

Heritage: Repressed - The character is a member of a repressed race within his nation.

Parents & NPCs Noteworthy Items: Serious Wounds - NPC was horribly wounded once.

Serious Injuries: Lost Teeth - Lose 1 tooth.

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

Sibling 1

Civilized Occupations Selection: Special Occupation -

Special Barbarian Occupations: Wizard, Witch, or Warlock - A local magic wielder.

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

Darkside Traits: Selfish - Unwilling io share time and possessions.

Sibling 2

Civilized Occupations Selection: Lower Class Occupation -

Civilized Occupations: Lower Class: Peat cutter -

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

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

Sibling 3

Civilized Occupations Selection: Upper Class Occupation -

Civilized Occupations: Upper Class: Author/Playwrite/Poet - this indicates a successful writer. Most practitioners of the literary arts are paupers but you have patrons.

Patrons: Who do you serve?: Local official Patron - A local official.

Government Officials: City Guardsman/Constable - A policeman.

Patrons: Why do you serve?: Random! - The character was chosen at random.

Patron Events: Limited Service! - The character leaves the patron's entourage after 6 years.

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

Deities: God of wisdom and knowledge - This deity represents the search for truth through learning.

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

Gifts & Legacies: Unusual Pet - An Unusual Pet.

Unusual Pets: Rat/mouse -

Unusual Pet Abilities: Alien! - Pet is an alien version of the species.

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

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

Significant Events of Childhood & Adolescence: Unusual Skill. - Learn an Unusual Skill.

Unusual Skills: Sing & Musical theatre

Significant Events of Childhood & Adolescence: Find a Special Objects! - While foraging in a trash heap, the character finds an unusual object.

Gifts & Legacies: Bottle - A sealed bottle.

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

Significant Events of Childhood & Adolescence: Uprising! - All public assistance is terminated because the country is at war. This causes bloody riots in the poorer sectors of towns and villages. The character's family is very much involved in these uprisings against the ruling class. Primitive characters reroll this event

Significant Events of Childhood & Adolescence: Money!! - Something good happens to the character. Character inherits a large sum of money

Significant Events of Adulthood : Crime they did not commit - The character is accused of a crime that he did not commit. Character is publicly stockaded and flogged as an exampleto others. The character's Charisma attribute is reduced.

Significant Events of Adulthood : Military - Press Gang - Character joins the military. Character was rounded up by a press gang whoneeded to meet a quota.

Military Experience, Events: Holy War! - A fierce Holy War breaks out! 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 wins the battle.

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: Throat Injury - Roll dl0 for degree of voice loss, 10 being the worst, unable to speak at all.