# 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%.
# Names
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 |
# Possessions
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.