Cubb
Theme Song :
Race: Human
Gender: Male
Age: 25
Birthday: 68, Summer, 488 AV
Birthplace: Zeltiva

Appearance
Cubb keeps his dark hair shoulder length, and will grow out his beard during the Winter. His eyes are olive and his skin in tanned, but beyond that he doesn't possess any particularly unique features, save for one. That one feature is his canines; as a side effect from overgiving while he was learning morphing, Cubb's canines are quite noticeably elongated and end in sharp points. While he is somewhat used to the mutation now, it caused him a great deal of trouble for several seasons; he would frequently bite his tongue or lip by accident. The inside of his mouth contains small patches of scar tissue.
Cubb's clothing is practical above all else, boasting no interesting colours or special designs. He wears leather gloves to protect his hands, leather boots to protect his feet and leather armour to protect his body. It's all brown, though nothing is quite the same shade. If he's feeling cold, he has a thick cloak that he wears around his shoulders... this too, is brown.
Character Concept
Mizahar is a continent of cities; of men and women who bundle together and live their lives contained within the relative safety of their walls, caves or towers; they are considered sensible. Some people are not made for lives of confinement; they are the people who, despite the dangers and the difficulty, try to survive in the harsh wilderness. These people are known as reckless, foolish, or simply insane... and one of them is known as Cubb.
Cubb is a man with little patience for the games of men; of the politics, the deceit and the corruption. Unfortunately, to simply run blind into the wilds is the equivalent of suicide; Cubb is no scholar, but he is by no means stupid. Instead, he got himself a job. It may be dangerous, but there are some professions that can only be applied outside of a city's boundaries, and a trapper is one of those jobs. Cubb spends most of his time in the wilds, only returning to civilisation to sell his goods and resupply.
Spend enough time in relative solitude, and one will lose their finesse in regards to dealing with social situations; Cubb is no exception. He is very blunt and will steer a conversation straight to the point in as few words as possible. Dealing with merchants is a chore and necessary evil for the woodsman. He will adamantly set a fair price and ignore any and all attempts to start haggling. Cubb takes pride in his work and loves the freedom it gives him.
Morally speaking, Cubb could easily be considered a neutral party. He is very sensitive to the idea of keeping balance and the natural order of things. He hates people who are wasteful. Cubb loves being outdoors, and dislikes large crowds. The woodsman would help out a stranger, but only if it didn't negatively effect him. At the end of the day, survival is Cubb's top priority.
Cubb cannot swim and is afraid of water too deep for him to stand in.
Cubb is a man with little patience for the games of men; of the politics, the deceit and the corruption. Unfortunately, to simply run blind into the wilds is the equivalent of suicide; Cubb is no scholar, but he is by no means stupid. Instead, he got himself a job. It may be dangerous, but there are some professions that can only be applied outside of a city's boundaries, and a trapper is one of those jobs. Cubb spends most of his time in the wilds, only returning to civilisation to sell his goods and resupply.
Spend enough time in relative solitude, and one will lose their finesse in regards to dealing with social situations; Cubb is no exception. He is very blunt and will steer a conversation straight to the point in as few words as possible. Dealing with merchants is a chore and necessary evil for the woodsman. He will adamantly set a fair price and ignore any and all attempts to start haggling. Cubb takes pride in his work and loves the freedom it gives him.
Morally speaking, Cubb could easily be considered a neutral party. He is very sensitive to the idea of keeping balance and the natural order of things. He hates people who are wasteful. Cubb loves being outdoors, and dislikes large crowds. The woodsman would help out a stranger, but only if it didn't negatively effect him. At the end of the day, survival is Cubb's top priority.
Cubb cannot swim and is afraid of water too deep for him to stand in.
History - Creation
Born in Zeltiva, Cubb was the son of a dockworker and a waitress. At the ripe young age of five, he almost drowned, having fallen into the water while playing by the docks. Fortunately, he was rescued by a member of The Wave Guard. Despite this, the experience nurtured a deep fear of water, in particular the ocean, within the young boy. His near-death-experience aside, Cubb's childhood was pretty standard. He loved his parents, he played, and he grew up with little incident. Well... that's not entirely true.
Cubb was very socially awkward, and he had a hard time dealing with people, but it was more than that. He felt suffocated in the city. He felt uncomfortable whenever the ocean was in his field of vision, and he steered well away from it. As Cubb grew, so did his discomfort for civilisation; he wanted to simply leave it all behind... and he did. Taking advantage of the University of Zeltiva, he spent several seasons learning the skills he would need to work outside of the city as a trapper.
Initially, Cubb didn't stray too far into the wilderness as he worked to turn his theoretical knowledge and classroom practice into actual experience. This transitional phase was the most dangerous, for he made plenty of mistakes. Cuts, bruises and an abundance of failed snares plagued the young trapper, but he somehow survived. Call it luck, call it natural talent, call it whatever you will, but he survived, even if just barely. With the passing of every season he would return to Zeltiva, sell his wares, then venture off once more. As his confidence grew, he grew more ambitious in the distance he was willing to travel... willing to explore. It was around this time that Cubb met Her.
One of Caiyha's witches. The trapper happened upon her one day while he was doing his rounds; she was removing an ensnared rabbit from one of his traps. When the woodsman confronted her about it, she replied;
"I did not free him to scorn you. The rabbit asked me to help him, and so I did."
With his curiosity piqued, Cubb inquired the witch further. For the rest of the season, he followed the witch and remained in her company, and she taught him many things. She spoke of Caiyha, of the goddess's role and her part in it. She taught him the value of all things, and of the sin of wastefulness. Eventually, she even showed him her magic, and Cubb learnt what he could. When they parted ways, the witch gifted him with a small charm bearing Caiyha's mark and Cubb treasures the memento. He hasn't seen her since, and doubts he ever will again, but he will be eternally thankful for having known her.
Cubb was very socially awkward, and he had a hard time dealing with people, but it was more than that. He felt suffocated in the city. He felt uncomfortable whenever the ocean was in his field of vision, and he steered well away from it. As Cubb grew, so did his discomfort for civilisation; he wanted to simply leave it all behind... and he did. Taking advantage of the University of Zeltiva, he spent several seasons learning the skills he would need to work outside of the city as a trapper.
Initially, Cubb didn't stray too far into the wilderness as he worked to turn his theoretical knowledge and classroom practice into actual experience. This transitional phase was the most dangerous, for he made plenty of mistakes. Cuts, bruises and an abundance of failed snares plagued the young trapper, but he somehow survived. Call it luck, call it natural talent, call it whatever you will, but he survived, even if just barely. With the passing of every season he would return to Zeltiva, sell his wares, then venture off once more. As his confidence grew, he grew more ambitious in the distance he was willing to travel... willing to explore. It was around this time that Cubb met Her.
One of Caiyha's witches. The trapper happened upon her one day while he was doing his rounds; she was removing an ensnared rabbit from one of his traps. When the woodsman confronted her about it, she replied;
"I did not free him to scorn you. The rabbit asked me to help him, and so I did."
With his curiosity piqued, Cubb inquired the witch further. For the rest of the season, he followed the witch and remained in her company, and she taught him many things. She spoke of Caiyha, of the goddess's role and her part in it. She taught him the value of all things, and of the sin of wastefulness. Eventually, she even showed him her magic, and Cubb learnt what he could. When they parted ways, the witch gifted him with a small charm bearing Caiyha's mark and Cubb treasures the memento. He hasn't seen her since, and doubts he ever will again, but he will be eternally thankful for having known her.
Knowledge & Understanding

Skills - Physical
Skill | EXP | Total | Proficiency |
Wilderness Survival (Temperate Forest) | 15 RB, 11 SP | 26 | Competent |
Skills - Combat
Skill | EXP | Total | Proficiency |
Weapon: Dagger | 5 SP | 5 | Novice |
Skills - Social
Skill | EXP | Total | Proficiency |
NA | NA | NA | NA |
Skills - Mental
Skill | EXP | Total | Proficiency |
NA | NA | NA | NA |
Skills - Academic
Skill | EXP | Total | Proficiency |
NA | NA | NA | NA |
Skills - Trade
Skill | EXP | Total | Proficiency |
Hunting | 5 SP | 5 | Novice |
Tracking | 5 SP | 5 | Novice |
Trapping | 14 SP | 14 | Novice |
Skills-Magic
Skill | EXP | Total | Proficiency |
Morphing | 10 SP | 10 | Novice |

Lore
- Hunting
>Small Mammals: Gutting, Skinning, Jointing and Curing
Religion
>Lore of Religion: Caiyha
Language
Fluent Language: Common
Basic Language: Fratava
Poor Language: None
Basic Language: Fratava
Poor Language: None
Religion
Caiyha: Cubb gained exposure to The Goddess of Nature through one of her witches, who taught him about her. He wears one of Caiyha's charms and tries to live to her values. He thanks every animal he kills, and tries not to be wasteful with anything he takes from nature's domain. He effectively lives in the wilds, he has to respect them.
Kihala: Cubb knows little of Kihala, except that she worked with Caiyha and Dira to create a balance of life and death throughout Mizahar. Cubb is alive; he likes being alive, so for that he is thankful to the goddess.
Dira: Cubb knows little of Dira, except that she worked with Caiyha and Kihala to create a balance of life and death throughout Mizahar. While Cubb acknowledges that death is a necessary inevitability, he believes it is in the nature of the living to struggle against it. Death will come eventually, and he accepts that, but he will fight to delay that day for as long as he can.
Kihala: Cubb knows little of Kihala, except that she worked with Caiyha and Dira to create a balance of life and death throughout Mizahar. Cubb is alive; he likes being alive, so for that he is thankful to the goddess.
Dira: Cubb knows little of Dira, except that she worked with Caiyha and Kihala to create a balance of life and death throughout Mizahar. While Cubb acknowledges that death is a necessary inevitability, he believes it is in the nature of the living to struggle against it. Death will come eventually, and he accepts that, but he will fight to delay that day for as long as he can.
Gnosis
N/A
Possessions/Inventory

Weapons
>Dagger, Steel
>Hatchet
>Hatchet
Clothing
>Linen Shirt: Grey
>Trousers, Brown, Fine Wool
>Leather Gloves, Brown
>Low Soft-Leather Boots, Brown, Steel Buckles
>Leather Belt, Brown, Steel Buckles
>Fine Wool Cloak, Hooded, Brown
>Linen Undergarments, White
>Leather Armour, BrownThe breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is softer and more flexible leather.
>Trousers, Brown, Fine Wool
>Leather Gloves, Brown
>Low Soft-Leather Boots, Brown, Steel Buckles
>Leather Belt, Brown, Steel Buckles
>Fine Wool Cloak, Hooded, Brown
>Linen Undergarments, White
>Leather Armour, BrownThe breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is softer and more flexible leather.
Survival
Shelter
>Tent, One-Person
>Bedroll
>Blanket, Winter
Light/Warmth
>Flint & Steel
Food/Water
>Waterskin, One-Gallon
>Waterskin, One-Gallon
> Eating Knife
>Dinner Fork
>Cooking Pot, 2-QuartHas two ring-like handles attached to opposite sides of the pot.
Hunting/Gathering/Trapping/Fishing
>Toolkit, Hunter/Trapper'sA medium-sized leather pouch containing a hunting knife, a roll of thin rope for making simple traps, a handful of vials containing common animal scents (rabbit, deer) and a preserving kit. Also includes a 10 square foot camouflage tarp.
Other
>Spade
>Rope, Hemp (50 ft.)
>Rope, Hemp (50 ft.)
>Whetstone
>Tent, One-Person
>Bedroll
>Blanket, Winter
Light/Warmth
>Flint & Steel
Food/Water
>Waterskin, One-Gallon
>Waterskin, One-Gallon
> Eating Knife
>Dinner Fork
>Cooking Pot, 2-QuartHas two ring-like handles attached to opposite sides of the pot.
Hunting/Gathering/Trapping/Fishing
>Toolkit, Hunter/Trapper'sA medium-sized leather pouch containing a hunting knife, a roll of thin rope for making simple traps, a handful of vials containing common animal scents (rabbit, deer) and a preserving kit. Also includes a 10 square foot camouflage tarp.
Other
>Spade
>Rope, Hemp (50 ft.)
>Rope, Hemp (50 ft.)
>Whetstone
Mount
Miscellaneous
Storage
>Backpack
>Rucksack
>Jar, Pint
>Jar, Pint
Hygiene
>Comb (Wood)
>Brush (Wood)
>Soap
Currency
> Mizas
>Backpack
>Rucksack
>Jar, Pint
>Jar, Pint
Hygiene
>Comb (Wood)
>Brush (Wood)
>Soap
Currency
> Mizas
Heirloom
Wooden Charm - Caiyha: A gift from one of Caiyha's witches, the charm is a triskelion carved into a thick disk of dark wood. The disk has a diametre of two-inches and is approximately half-an-inch thick. The wood is rough around the edges and has an uneven texture. The charm possesses no special properties, it is just a token to The Goddess of Nature. Vann wears it around his neck on a leather cord.
Housing
Location: Cubb sets his camp in a small clearing South-East of The Seat of the World. His daily routine is to follow a circuit, which has The Seat as its halfway mark.
His traps are set along the route he takes, and he checks them every day; if they require maintenance, he repairs them. Any small game that he finds in his traps are killed (if the snare itself failed to do the job) and carried with him. At The Seat he refills his waterskins before following the return path to his campsite. The entire trip takes seven-eight bells on average.
His traps are set along the route he takes, and he checks them every day; if they require maintenance, he repairs them. Any small game that he finds in his traps are killed (if the snare itself failed to do the job) and carried with him. At The Seat he refills his waterskins before following the return path to his campsite. The entire trip takes seven-eight bells on average.
A Poorly Drawn Diagram :
Ledger

Starting Package
Purchase | When | Cost | Total |
Starting Package | Creation | +100 GM | 100 GM |
Traded In Housing | Creation | +500 GM | 600 GM |
Hatchet | Creation | -6 SM | 599 GM, 4 SM |
Whetstone | Creation | -2 CM | 599 GM, 3 SM, 8 CM |
Jar, Pint | Creation | -6 GM | 593 GM, 3 SM, 8 CM |
Jar, Pint | Creation | -6 GM | 587 GM, 3 SM, 8 CM |
Waterskin, 1 Gallon | Creation | -1 GM | 586 GM, 3 SM, 8 CM |
Waterskin, 1 Gallon | Creation | -1 GM | 585 GM, 3 SM, 8 CM |
Dinner Fork | Creation | -1 CM | 585 GM, 3 SM, 7 CM |
Spade | Creation | -2 GM | 583 GM, 3 SM, 7 CM |
Cooking Pot, 2-Quart | Creation | -2 SM | 583 GM, 1 SM, 7 CM |
Toolkit, Hunter/Trapper's | Creation | -25 GM | 558 GM, 1 SM, 7 CM |
Rucksack | Creation | -1 GM | 557 GM, 1 SM, 7 CM |
Tent, One-Person | Creation | -2 GM | 555 GM, 1 SM, 7 CM |
Bedroll | Creation | -1 SM | 555 GM, 7 CM |
Blanket, Winter | Creation | -5 SM | 554 GM, 5 SM, 7 CM |
Rope, Hemp (50 ft.) | Creation | -1 GM | 553 GM, 5 SM, 7 CM |
Rope, Hemp (50 ft.) | Creation | -1 GM | 552 GM, 5 SM, 7 CM |
Dagger, Steel | Creation | -2 GM | 550 GM, 5 SM, 7 CM |
Leather Armour, Brown | Creation | -10 GM | 540 GM, 5 SM, 7 CM |
Sled, Two-Person | Creation | -18 GM | 522 GM, 5 SM, 7 CM |
Linen Shirt: Grey | Creation | -1 SM, 5 CM | 522 GM, 4 SM, 2 CM |
Trousers, Brown, Fine Wool | Creation | -3 GM, 6 SM | 518 GM, 8 SM, 2 CM |
Leather Gloves, Brown | Creation | -1 GM, 7 SM, 5 CM | 517 GM, 7 CM |
Low Soft-Leather Boots, Brown, Steel Buckles | Creation | -4 GM, 0 SM, 5 CM | 513 GM, 2 CM |
Leather Belt, Brown, Steel Buckles | Creation | -2 GM, 7 SM | 510 GM, 3 SM, 2 CM |
Fine Wool Cloak, Hooded, Brown | Creation | -2 GM, 2 SM, 5 CM | 508 GM, 7 CM |
Summer, 514 AV
Purchase | When | Cost | Total |
Start of Season | Start of Season | Start of Season | 508 GM, 7 CM |
Relationships

None
N/A
Thread List

Spring, 514 AV
Thread | Date | Notes |
N/A | N/A | N/A |