Article #6 in a
regular series where I offer up some ideas for character backgrounds by class. I aim to collect these ideas together for a future pdf publication.
What made your character decide to become a wizard? Why did they leave their home town? Did they leave family behind or are they looking for something? These are all questions players face when generating their characters, with the best will in the world it's tempting to rely on cliché.
RANGER
2. The King's Deer - Your family were starving and even though you knew it was wrong you shot the King's deer to survive the harsh winter. Your Father was livid when you returned with the carcass, you explained that you were careful to clean the spot where you gutted it and bury the entrails but he didn't speak to you for weeks. When the King's Warden posted bounty you knew that in order to protect your family you would have to leave your home and go on the run...
3. Sacked - You were one of the Baron's huntsmen until the day the castle was sacked by a Goblin horde. You had no love for the Baron, who was a blundering oaf when it came to tracking and stalking, but it was the beatings he personally administered to you as a stable boy which made you hate him. You did little to help him when you chanced upon him in a clearing, soon after the castle had fallen, trapped under the weight of his dying prize charger. The sounds of his screaming when the Goblin's found him still haunt you across the many leagues you have travelled since...
4. Trophy Hunter - The old ranger to whom you were apprenticed taught you many things, the woodcraft necessary to stay alive in the wilderness, how to differentiate and track prey from their prints and stool, how to set traps and lure the prey to them and how to butcher your kill quickly so the meat does not taint. These challenges would satisfy most rangers, but your lust for knowledge is insatiable. The day came when the old ranger told you that he could teach you no more, with some swallowing of pride, he admitted that your skills had far surpassed his own and that he had been learning more from you than he had been teaching you for the last year or more. His advice to you was to travel to distant lands and to find new prey to hunt and new teachers to learn from...
5. Big Fish - Your skill with the bow is legendary in the province where you were raised and your success in local tournaments earned you your freemanship. However, in the last tournament you entered you were soundly beaten by a strange bowman with sun darkened skin from the desert lands. His accuracy and speed drew gasps from the crowd and incredulity from you. Your friends did little to help your dark demeanor that night in the inn, barracking you with taunts of "big fish, little pond". To save face you brashly claimed that you would travel to the home of the black bowman and learn his secrets. Their taunts echo in your mind as you pass through yet another backwater village on your long journey south...
CLERIC
3. Missing Relic - Your order was founded in a time of war, its' first and most revered Abbot was killed on the battlefield in a distant land as part of a crusade to bring the word of your God to the unbeliever. Your Abbot has decided that your final test as a novice is to retrieve the lost foot of the founding Abbot and return it to the reliquary where it belongs. You have been furnished with a map showing the approximate whereabouts of the battlefield and a scroll which Scrollmaster Deach has created at great personal cost to help you located the missing remains...