# 5. Customize your Adventurer
Here players can assign personal skill points, select a name for their adventurer, and determine some final aspects.
As with other skill bonuses, any skill points above 100% are discarded and are simply treated as 100%. If desired, use the Homelands sections of the core rules (opens new window) to pick a tribe and clan, or wait until later.
Reputation begins at 5%. Warriors add +5%, and nobles and priests add +10%.
The player should determine a name based on the adventurer’s Homeland, pick a name from the table below or devising something original.
# Sample Names by Culture
|Homeland||Female Names||Male Names|
|Esrolia||Aranda, Davorela, Mirava, Serzeen, Varanis||Dormal, Irillo, Kesten, Orstanor, Sestar|
|Grazelands||Andretta, Eneera, Harsta, Mirina, Vorala||Endars, Hendroste, Jandetin, Pendaltan, Yanordras|
|Lunar Tarsh||Harsta, Harawin, Kana, Sandene, Yenesting||Annstad, Illaro, Maroftoor, Onjur, Phoronestes|
|Old Tarsh||Durlinidia, Erantha, Harsta, Kerentha, Oriane||Arim, Danbal, Ovardul, Palashee, Varstpoor|
|Prax||Delenda, Ernyne, Lalira, Saberak, Varaema||Harjoon, Maharo, Roneer, Surrak, Toras|
|Sartar||Adrasta, Berra, Dorasa, Jareen, Vareena||Andrin, Broyan, Farnan, Saronil, Vargast|
In addition to the starting equipment assigned when you choose your occupation, adventurers are assumed to have the following possessions:
- clothing (including a hat and cloak)
- a belt/eating knife
- fire-making gear
- water skin
They also possess any cultural weapons they have any more than the base skill with.