Backstory

Summary:
Example from Prealith campaign world. This one goes well beyond what you should do…. The words in black would be the actual backstory; the words in green just help me explain the backstory write up.
Name: Rolf Dougal
Class: Barbarian
Organization: Belongs to Ridgeway Highlanders.
Key points from the group description (I've included it so you can see what a player would read before deciding on the short list of how Rolf would interact with the world based on his society. That list comes from this information) :
Highlanders live in clans. Clans engage in ritual raiding where goal is to embarrass other clan by taking goods and making other clan look foolish. Injuring or killing is extremely discouraged. Clans, while rivals, view world as 'us versus them'. Monsters are to ruthlessly wiped out - clans will work together under a charismatic leader. "Lowlanders" (humans, demi-humans who are not in the clans) are to be pitied. They are targets for raids - no problem taking stuff from them. Try to avoid combat with them - not because of mercy but because they are so unaware and weak that being caught by them and needing to fight would be embarrassing. Prefer to trick lowlanders into fighting monsters who are real enemy. Worst insult is to tell Highlander he or she "gave up" - persistent and stubborn people. Epitome of a Highlander is a "wise head, brave heart, and a strong arm". Prestige is everything to a Highlander and earned by demonstrating those 3 qualities. Take being a guest and hosting extremely seriously and ritually. Regard healers, bards, blacksmiths, guests, children, witches/wise women, and priests as untouchable in raids and to be protected. Live in small villages in highland valleys. Cleric and bard magic is fine but arcane magic users under considerable suspicion and not in clans. Witches exist but feared and shunned. Religion is somewhat scrambled version of High Lord and Gird, etc. Tactics are small unit with very chaotic larger actions. Prefer ambush tactics but also consummate brawlers and 'in your face' intimidation. Both genders fight. "Wolf Maidens" are respected for their speed and ferocity. All Highlanders can fight but a smaller group of habitual fighters. Highlanders build well with stone. They are educated to at least the level of your typical human and usually more. However, Highlanders have developed a fairly thick accent and their own slang - which sometimes make them seem uneducated. Highlanders are barbarians because of their disdain for 'civilization' (cities, non-Highland life) and their incredible toughness that has developed from their environment. Their incessant clan warfare with their 'Highland code' completes their barbaric image in lowland minds.
Secondary Skill: Mason or farmer would fit in nicely and easily… so
MASON (WIS) – mining, stone-cutting, stone workmanship. Should be good at putting together and taking apart stone structures. Good with a hammer and knows different kinds of stone.
Key Points: (Here you take the above information and select key points that influence how you play your character and part of the world). Pick the stuff that links to the world and gives you a character you will have fun playing.
Unique to Rolf:
Finally, add in 3-5 individual things about your character. The first should be a physical description.
Notice these things are unique to Rolf. They add to both the fun of playing Rolf but also how other players and the world relates to Rolf. For instance, hearing "Dougal" being yelled by their scout, Rolf, warns the Party he's in combat; however, that same battlecry will be heard by everything within a wide area..... Or, the other players can have fun with these points, "So does my character observe Rolf nearly rubbing his jaw off with all of his thinking!"
Remember - The point of the backstory is to tie your character into the world he or she is from and to create someone you will have fun playing. Enjoy!
- 1. The backstory should be kept minimal. The goal of the backstory is to write your character into the world - not to write a novel about your character.
- 2. Roll your character and pick your class. Now, consult the world guide and your CK to see how your character class fits into the world. Many classes have organizations that your character will belong to; that will be part of your background and will give you details about your character. For instance, what barbarian groups are available for your barbarian character? Where do they live? What do they believe?... All of these details are part of your character's identity. Those details will normally determine your character's race.
- 3. Pick an appropriate secondary skills/career. This choice explains what your character did before she was an adventurer (e.g. farmer). It gives your character a set of skills learned from pre-adventure days - those skills will prove useful at some point. That career choice will also influence how your character views the world (farmers, foresters, herbalists will all view a forest very differently) and the people in it (a merchant feel very differently about a storekeeper than the customers who don't know about all the costs to bring goods to that store).
- 4. Make a short point form list (5-7 things) from the information above. That's a quick reference guide to you about how your character views and interacts with the world.
- 5. Add a brief list of 3-5 things that is unique about your character (little mannerisms, physical description, etc.).
Example from Prealith campaign world. This one goes well beyond what you should do…. The words in black would be the actual backstory; the words in green just help me explain the backstory write up.
Name: Rolf Dougal
Class: Barbarian
Organization: Belongs to Ridgeway Highlanders.
Key points from the group description (I've included it so you can see what a player would read before deciding on the short list of how Rolf would interact with the world based on his society. That list comes from this information) :
Highlanders live in clans. Clans engage in ritual raiding where goal is to embarrass other clan by taking goods and making other clan look foolish. Injuring or killing is extremely discouraged. Clans, while rivals, view world as 'us versus them'. Monsters are to ruthlessly wiped out - clans will work together under a charismatic leader. "Lowlanders" (humans, demi-humans who are not in the clans) are to be pitied. They are targets for raids - no problem taking stuff from them. Try to avoid combat with them - not because of mercy but because they are so unaware and weak that being caught by them and needing to fight would be embarrassing. Prefer to trick lowlanders into fighting monsters who are real enemy. Worst insult is to tell Highlander he or she "gave up" - persistent and stubborn people. Epitome of a Highlander is a "wise head, brave heart, and a strong arm". Prestige is everything to a Highlander and earned by demonstrating those 3 qualities. Take being a guest and hosting extremely seriously and ritually. Regard healers, bards, blacksmiths, guests, children, witches/wise women, and priests as untouchable in raids and to be protected. Live in small villages in highland valleys. Cleric and bard magic is fine but arcane magic users under considerable suspicion and not in clans. Witches exist but feared and shunned. Religion is somewhat scrambled version of High Lord and Gird, etc. Tactics are small unit with very chaotic larger actions. Prefer ambush tactics but also consummate brawlers and 'in your face' intimidation. Both genders fight. "Wolf Maidens" are respected for their speed and ferocity. All Highlanders can fight but a smaller group of habitual fighters. Highlanders build well with stone. They are educated to at least the level of your typical human and usually more. However, Highlanders have developed a fairly thick accent and their own slang - which sometimes make them seem uneducated. Highlanders are barbarians because of their disdain for 'civilization' (cities, non-Highland life) and their incredible toughness that has developed from their environment. Their incessant clan warfare with their 'Highland code' completes their barbaric image in lowland minds.
Secondary Skill: Mason or farmer would fit in nicely and easily… so
MASON (WIS) – mining, stone-cutting, stone workmanship. Should be good at putting together and taking apart stone structures. Good with a hammer and knows different kinds of stone.
Key Points: (Here you take the above information and select key points that influence how you play your character and part of the world). Pick the stuff that links to the world and gives you a character you will have fun playing.
- 1. Rolf is from the Dougal clan - a fact he is immensely proud of and prone to brag about. It also leads to him trying to prove his clan's superiority.
- 2. Rolf is stubborn (no give, just like the stone he works). Once he is in a fight, he keeps going no matter what. However, he is a master of the ambush tactics and surprising opponents.
- 3. Rolf is very suspicious of any arcane magic users and especially wary of female magic users (witches). He will deny his fear but he is obviously very uneasy around them.
- 4. Rolf will go out of his way to protect healers, children, … the groups regarded by clansmen as untouchable by violence. It occasionally leads to him protecting someone who doesn't need nor want it.
- 5. Rolf views anyone not a Highlander as 'soft'. He has no use for 'useless luxuries' and tries to prove it constantly. However, Rolf has developed a weakness for sweet desserts and hot baths (though he still dismisses them as useless and soft).
- 6. Rolf will come to regard adventuring companions who have proven themselves as members of his own clan. The result is an extremely fierce loyalty that develops over time.
- 7. Rolf thinks it is funny (and useful) to play up his barbarian reputation. His idea of funny is usually not shared by his companions (even if they are not the target of his humour).
- 8. Rolf is fascinated with stonework. He especially enjoys simple and functional stonework (keeps weather out and very defensible). He takes great pride in Highland stonework.
Unique to Rolf:
Finally, add in 3-5 individual things about your character. The first should be a physical description.
- 1. Rolf is a human male who is 5'6" tall and blocky in build. He has red hair and beard that are raggedly trimmed. He wears boots, trousers, shirt, and a jacket. He has a large tattoo of a stag (clan symbol) on his back (he looks for excuses to 'show it off'). He also wears a silver necklace with club charm (symbol of Gird blessed by his clan's priest).
- 2. Rolf dislikes having anyone behind him ("Ya cannae trust them lowlanders!")
- 3. Rolf strokes the jagged scar on his jaw whenever he is thinking something over. He denies he has this mannerism.
- 4. Rolf bellows "Dougal" at the top of his lungs during combat.
Notice these things are unique to Rolf. They add to both the fun of playing Rolf but also how other players and the world relates to Rolf. For instance, hearing "Dougal" being yelled by their scout, Rolf, warns the Party he's in combat; however, that same battlecry will be heard by everything within a wide area..... Or, the other players can have fun with these points, "So does my character observe Rolf nearly rubbing his jaw off with all of his thinking!"
Remember - The point of the backstory is to tie your character into the world he or she is from and to create someone you will have fun playing. Enjoy!