I see your Halfing wizard with a top hat... And raise you a wearing moon elf nondenominational cleric of death... a mortician here to provide funeral services for any faith or deity you may follow. He's that tall stick figure wearing all black who speaks slowly in that "my condolences" tone at all times to everyone he meets (Even in boss battles).
Rhogar Delmirev the male sliver dragonborn druid. He's noble of the House Delmirev who was disowned for the high crime of gaining greater appeal then his eldest brother. He turned from a courtesan to a druid when he was taken in by the elven druid who enriched his family's fields in the spring. Now he uses his druidic skills to gain enough gold to eventually build a business to rival that of the family that betrayed him.
Rhogar Delmirev the male sliver dragonborn druid. He's noble of the House Delmirev who was disowned for the high crime of gaining greater appeal then his eldest brother. He turned from a courtesan to a druid ...
Courtesan or courtier? Courtesan would certainly explain his greater appeal, and it would be a bold storytelling choice, but I can't convince myself that it's the word you mean.
You got me. Courtier was what I was going for. Not so much as "companion" to the monarch but the noble court as a whole. Youngest of three brothers, the heir went the the military as an Officer, while the spare took over the family winery (grape, honey, and cider). And poor Rhogar was given over to the women of the family (Grandmother, Mother, Aunts) to learn the ways of courtly manners.
I'm still new to D&D and this is really my first detailed backstory I've ever made. Please feel free to give any suggestion or let me know of any holes.
Alestor Jager
The Jager family has a long blood stained history in the line of monster slaying. The family takes pride in their work, and the help they bring to any community that reaches out to them. What makes the family so special is the silver eyed blood line that runs through their veins giving them the source of their power to defeat any evil that crosses their path. The silvered eye allows them to peer into their foes and find its weakness to exploit it along with many other abilities later as the carrier grows. However this bloodline was never actually a blessing but a curse, those who are cursed with this line each night relive the painful deaths of those before them in their dreams. Some have been known to take their own life due to the lack of rest and the painful dreams to escape it, only the strongest of the clan survive to use it for what it's worth and carry on the family name. Alestor was raised as a half elf by his father Jacob Jager (Human:Deceased: Carrier of blood line passed to Alestor) and mother Amellia Harllow Jager (High Elf: Alive).
Now Alestor did have a childhood but not a very normal one growing up. While others kids went to school, playing tag, and pretend warrior, Alestor was taught by his mother and father at their manor and was a fighter at the age of 16 slaying his first vampire. The Jager blood rain thick in his veins and he took the family business serious. Though one could tell through his tired eyes the nightmares effected him so, but it was his loving mother and father that kept him strong reminding him that it would be up to him to fight off the creatures of the night soon and carry on the family legacy. At the age of 20 Alestors father had past on at the horrible death of a warlock known as Ember VonTelsor setting his father ablaze in an ambush. Each night Alestor could hear his fathers screams and feel his skin burn as his fathers did causing him to wake up coughing a choking as if smoke filled his lungs.However this death didn't stop Alestor, it only made him stronger and more determined to stop the evils of the night.
At the age of 21 Alestor packed his bags and kept his fathers journal, bow, and a note from Kharon close to him as he was ready to set off on his own adventure to rid the lands of evil plague and help those in need. Giving his mother one last hug goodbye Alestor now travels off to continue his family legacy.
Side Notes: Unlike most half elfs that can take a half rest to be fully recovered, Alestor needs a full rest to be recovered due to the curse. Alestors Mother is still alive and has been known to communicate with him through animals, with which he also responds with. Tactful thinker, likes to known his target and surroundings before charging in. Quick to make friends, and a soft spot for the safety of children. Lover of books and knowledge. Clean freak. Doesn't like to bother others with the talk of his nightmares. The Jager family are also well known authors of books on monsters, the slaying of monsters, and survival.
The idea of this is the curse is "Hunter Sense".
Also for fun I have purchased a leather note book that I keep notes of monsters I encounter and use hunters sense on, I also attempt my poor drawing of what I think I saw lol.
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I've got a character for Out of the Abyss that I'm pretty excited to continue playing - Azz'dreya Mizzrym. She's a dark elf Druid (Circle of the Moon) who is described by the members of her circle as "curious," "reserved," "slow to anger," and "kind, even when she shouldn't be." I picked the house without knowing who the mistress of the outpost was - my DM and I then decided Azz'dreya was Ilvara's niece. Here's how she ended up in her aunt's slave camp:
Born to a mid-ranking priestess who hailed from House Mizzrym, Azz'dreya enjoyed a life of luxury due to her family's position in Menzobarranzan. Before she mastered the ability to trance, she dreamed of the moon without knowing what it was. She occasionally would enter a true sleep even after she learned her meditations, just to get a glimpse of the strange, beautiful orb that called to her. That peculiar habit, along with her interest in the world above, set her apart from her peers - she was basically the "weird kid" and none of the drow her age wanted anything to do with her. As such, her childhood was lonely except for her nannies and tutors. One tutor, a deep gnome named Borbin, taught her things about the surface world, including the moon, when none of the others would. He was dismissed as her tutor quite swiftly after.
Shortly after she passed her first century she decided she would leave the Underdark and venture to the surface world, telling no one of her departure. It was a full moon when she emerged from the tunnels after a long, dangerous journey. As she walked through the woods in search of civilization, she came upon a circle of elven druids performing rituals to honor Selûne. They were distrustful of her at first, but seeing her genuine curiosity and desperation for belonging, the archdruid of the circle agreed to let her stay and learn. Azz'dreya considered it fate that led her to them, and before long she was officially initiated into the circle. She soon fell in love with one of her circle-mates and the two were engaged to be wed at the next full moon, but before they could marry, Azz'dreya's past came back to haunt her.
Bounty hunters sent by her aunt waited until the archdruid was away from the small settlement and attacked in the middle of the night. Azz'dreya has few memories of that night, as she was knocked unconscious and dragged away from her new home, but she does remember smoke and fire and terror. She was marched all the way to Velkenvelve, and when the bounty hunters reported that she participated in the worship of a goddess that was not Lolth, her aunt promised to work her nearly to death before sending her back to Menzobarranzan to face judgment.
I think there's a lot of interesting ways this character could evolve and I'm pretty excited about it.
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"Can we please stop debating philosophy with the dapper crab?"
Ollurim Halftusk, Grave Cleric of Melora in a Storm King's Thunder campaign.
The product of an unlikely union, a willing partnership between a barbarian woman of the Northern Wastes and and Orc cast out from Dark Arrow Keep, Ollurim's life has been one of duality. Born in a Druid Conclave in Lurkwood, he was taught the necessity of balance from an early age. The druids of Melora taught Ollurim to neither fear, nor condemn, the savagery of the wild, but to live in harmony with it.
As a child he learned to gather, as a teen he learned to hunt, and as an adult he learned to smite the ruin of undead and aberrations of the world. To Ollurim's consternation, he developed no Druidic power, but on the night his father went missing, he suffered a fevered nightmare. His half-orc blood was pounding in his head, echoing with the whispers of Grummsh, rage cried out in him, boiling in his chest, begging to spill forth from dreams to waking life. Fear scratched at his mind and was suddenly shattered. Grummsh's whispers were hushed, and his disquiet soul found peace. Melora mercifully wrenched the influence of evil from him and bathed him in the ferocity of her light, a pure force of nature. She called out, speaking of balance between two worlds, between Orc and Human, between life and death.
"The world will need those who walk the paths between, who serve the life and death. Arise and carry out my will, Ollurim. Go as my champion to where the balance is upset and work to right it. Awaken, Cleric." With every word, he felt divine strength give succor to his limbs, his burdens seemed so inconsequential, and he felt the thrum of nature's pulse. His eyes opened and the dream did not fade, the burden of being was no longer so heavy.
For his entire life Ollurim had known internal strife and outward harmony. How fitting it was, he thought, that on the day he found internal harmony he would learn of the strife in the world. All thirty years he'd seen Orcs, Elves, Humans, and the occasional fey creature live in concord, working together to build the conclave and keep the balance but on that day he was delivered news that his father, Urzog Halftusk, had been mortally wounded, laid low by a hunters arrow simply for being an Orc. He was able to spend his fathers dying moments with him, one hand on his forehead, easing the passage, the other tightly holding his mother's. With the blessings bestowed on him by Melora herself, he performed last rites, speaking words he didn't know the source of, sanctifying Urzog's corpse to prevent the scourge of undeath.
Ollurim spent the next eight years serving the balance quietly in his woodland home, fighting side by side with the Druids against the rising undead. As much as he craved the voice of the wildmother to grace his dreams again, she didn't come, not until now... not until she called him south to the town of Nightstone, pressing him into service to ease the dying and restore the balance upset by the giants.
Here's an edgy backstory for a human-mark of passage rouge that I created:
You used to lead a quiet, uneventful life as your village doctor, and you taught history on your off shift. You were even about to be married, but on the wedding day you were possessed by a demon and killed everyone at the wedding, including your whole family and your future wife. Burdened by guilt, you ran into the woods and attempted to kill youself by hanging. You were stopped just in time by a noble who was hunting in the area. It turned out that the noble was an infamous crime family leader, and she took you in. She took advantage of your unnatural curior’s speed and quick fingers and turned you into an amazing thief. You worked for her for a while as a personal doctor and bodyguard, and left one day after she decided to let you go. Then, you began your career as the infamous Dr. Blue, the killing doctor.
This is my character Adran Goldleaf's backstory. Adran Goldleaf is the son of the high elf royal family. All his life Adran has wanted to be an adventurer, but his family would not let him, he was going to be forced to live his life as not Adran Goldleaf but the youngest son of the high elf king, a background character eternally. So Adran ran away, he took his money and ran. Later in a village he purchased weapons and armor so he could finally fulfill his dream of being immortal not in life but in death and history.
Hi, I'm not quite good in English so I used a translator to translate my backstory from Italian. I wrote my backstory like if it was a diary/book hope you like it...
Lassiel Ylvana Ranger Criminal
I lived as a child, in a small village in a forest, at the foot of a giant tree. Living with my mother Renna Aexisys and with my father Dûrion Ylvana. My mother was very sick and could not even get out of bed; so it was my father who brought home enough money to eat, we were a very poor family. One day I found a little girl I didn't know, a halfling, who seemed lost, I asked her if she wanted to play, but she seemed to be crying. I approached her gently asking her what had happened, and she, still sobbing, replied that her mother, her only relative left alive, had died that morning stabbed by an elf. My father and I took her to our house to calm her and she asked us if we knew a certain Dûrion Ylvana, it was the name his mother used to scream as she was stabbed. At those words my father and I cleared our eyes, I started to cry and he left the house. The halfling didn't understand what had happened until he returned with a dagger in his hand. I stood in front of the halfling to protect her and screamed as much as possible to make myself heard from outside the house. Luckily a convoy of guards was passing outside on the way back from the little halfling's house. They entered and saw my father wielding that dagger and threatening us, then arrested him but first managed to slash a blow that hit my cheek, disfiguring it. From that moment, with my father behind bars, my very sick mother and an extra halfling in the family, we had to find a way to bring food home. So me and my new halfling sister, Anne Ylvana, started stealing. One day I returned home happy after having stolen ten gold coins from a nearby merchant. The moment I entered the lobby door I heard Anne crying, I ran to her, she was in our mother's room, and I knew immediately that the illness had killed her. I tried to calm Anne, without good results, she ran out of the house creating trouble for the whole village, staining even more the name of the Ylvana. I spent 30 years in the shadow of the insults and rumors about my family. One day, I was about 35 years old, guards came into what must have been my home telling me that it was time for me to leave. I had been caught stealing too many times and, even if it had been difficult to make that choice, I had to leave that place, I was banned from that day, all my family or what's left of it was banned from that village. I wandered through the forests of the place listening to the voices that passed in the wind, and I thought I was free. Until a fateful day when passing through an inn I saw a wanted poster with my face on it. I could not escape in time when adventurers took me and carried me by guards. I had to undergo 3 years in prison with a halfling reduced very badly before being able to escape thanks to the help of the aforementioned chick. There was something familiar about that halfling but I didn't pay much attention while in the darkness of the night we ran away. During the escape she broke a glass in a small window big enough to let her pass, while I chose to go through another area, the guards heard the sound of windows and I'm not sure she could escape. But I managed to escape from the sewers and I knew that from that moment I had to keep my face in the dark as much as possible. I found some old rags with which I made a cloak with a hood and a bandana that I tied at the neck to cover my face more. So I started to wander through the lands of my continent. In every inn that I entered, there was always a wanted notice board with my face on it, but I didn't notice only mine. I noticed another face very familiar to me, it was Anne. She too was apparently wanted, and apparently she also knew how not to be found.
I am now 42 and have traveled all over my continent and a lot of questions have been created in my mind. I would like to go back to my father, I would like to meet my sister again, I wish I could greet my mother. Although I know that this is not possible. But I still have a strange feeling that my sister is somewhere. I could try to change the continent, but I should equip myself better. I do not believe that a simple dagger and a long bow can suffice to defend myself. I then tried to steal two short swords from an old blacksmith from a coastal village, succeeding, and then embarking for another continent.
// Here is where our campaign started, in a ship to another continent.
Helm Buckman was a drow born in the underdark and trained as a assassin his father a elite warrior his mother a priestess of lolth . On his first job he was taken out side the underdark to assassinate a elf prince who meant to lead a raid to destroy Helms village, he did his job well and escaped to the underdark. Long after the assassination Helm longed for the outside world the feeling of the sun on his skin so he asked his mother if he could run away after long consideration from his mother (and him rolling a twenty on his persuasion check) she allowed him but first she gave him a gadget of her own making that allowed him to seem to be a human as to avoid the pregudus he would get. He ran away and up to this day his party members think he is human.
Interestingly know one know's this story as are party is so small the dm playes a pc to I am the dm :)
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The 6 most hated words in all of d&d history: make me a dex saving throw .
I have a half wood elf ranger named Arelor Goldenbow.
From birth Arelor Goldenbow was taught how to survive in the wilderness and that in the eyes of nature all are equal. A couple of months after he turned sixteen an ancient red dragon invaded the nation Arelor lived in and placed powerful mages and warriors in charge of the towns, these people are known as dragon preists. Arelor was furious how dare they, so he gathered a group of young people to form a rebellion. Their first act was to break into the armory and steal weapons and alchemist fire. Arelor chose from the armory a heavy crossbow and a greatsword , along with a breastplate made to look like it was inlaid with dragon scales. His rag tag band of rebels started to wage war on the guards of the town engaging in gorilla warfare, Arelor himself would lead stealth missions from the woods. But one day after Arelor had stashed his gear and survival equipment in a dead tree he was caught, and whipped by the guards. His allies freed him and he ran into the woods. He has hidden ever sense gathering the strength to take back his homeland.
I can't remember if I've shared this one yet, but here's Simon 'Styx' Carver, a swashbuckler with the entertainer background.
Born to a poor family in Waterdeep, Simon barely knew his father. He constantly argued with his mother and eventually ran off to make something of himself. After running into a group of thieves, he joined up with them and learned some tricks of the trade, but since he was young he was relegated to lookout duties in and around the base.
One night, he was allowed to join on a proper heist. Some noble was out of town and there were easy pickings to be had. What the thieves didn't expect was a group of gladiators to defend the manor with song. When Simon found himself face to face with a massive half-orc woman, he froze. He couldn't whistle a warning, call out or even move.
The half-orc picked him up by the shoulders and said, 'If you have the stones to face me, come find me,' before throwing him aside and barging into battle with the other thieves who were completely unaware by the gladiators.
Pride is a funny thing. Even when you're scared out of your wits, it can send you flying into danger. Simon hid himself in a pile of garbage and followed the gladiators back to their arena, which was little more than a dirt pit inside a huge tent. The crowd cheered for the half-orc, who was throwing her arms out in victory and posing as her opponent was dragged away.
'Come on! Ain't none of you men got the stones to face me?' The woman yelled.
Simon jumped down and pointed his rusty, pitted sword at her. 'I do,' he said. The arena was silent, then everyone burst out laughing.
'You? With that piddly little blade? Well, it is a good idea to cool down after exercising...not like that last one put up much of a fight,' the woman said as she hefted her warhammer over her shoulders.
Simon's feet trembled for a moment, but he maintained an air of confidence and to his credit he did manage to last more than five seconds, but everything went all black after the sixth. When he came to, all the fighters and a gnome in a top hat were standing around him.
After he explained his story, the gnome rubbed his beard. 'Well, we can't let you go back to a life of crime, especially with a piddly weapon like that. No, the only solution I can see is you join up with us and make something of yourself, something that people cheer for. How's that sound?'
'That's all I ever wanted, sir,' Simon said.
'Hear that Stones? You finally got your Sticks!' A wiry tiefling said.
'Oh shut it Straw,' Stones said.
'Heh, Sticks and Stones,' a surprisingly muscly elf said.
'You shut it too, Bryx!'
'Hey, can my stage name be Styx, like the river? It'll sound so much cooler,' Simon asked. The gnome burst out laughing and agreed.
Years later, the duo of Styx and Stones were well renowned, but their traveling arena fell on hard times. Eventually, all they could do was sell what they had and go their separate ways. Straw and Bryx got married and settled down to run a farm, while the gnome seemed to vanish in a puff of smoke. Styx wanted to stay with Stones, who had become kind of like a sassy, mildly alcoholic aunt to him, but she refused, saying that she had to leave on a spirit quest, to places where he couldn't follow. Thus did our hero find himself alone. Again. He was too proud to return home and moving in with Straw and Bryx made him feel like he was imposing and he couldn't do that, so what could he do?
That's when it hit him: he could be an adventurer! He'd met plenty in his time and the work wasn't that dissimilar to what he already did and dusting off his thieving skills would give him an added edge over other front-line combatants and besides: the adventurers he'd met were a fairly dour lot. Someone had to show them how to do this job with a bit of flair!
Backstory for a Tiefling I am playing in a Curse of Strahd campaign.
Prowl was born to a Tiefling mother, heir to a cult worshipping her infernal ancestor. His mother paid little attention to him, but was jealous of his love and attention. A number of nursemaids and nannies disappeared suddenly from his life before he was old enough to (mostly) care for himself.
He grew up alone for the most part, no one will to risk his mother’s displeasure by befriending him other than his old tutor, a disgraced scholar. He spent his time among the moldering tomes and decaying books of the cults library, where all of the gathered arcane and blasphemous secrets the cult had gathered were kept. He learned not only of devils and demons, but also of the Great Old Ones, the ones that were there before the universe itself.
When he was seventeen, Prowl was summoned to his mother’s presence and given a girl. Talia was not much younger than he, and he assumed that she was to be the mother of his children. She became his confident and first true friend and he swore never to hurt her.
On his eighteenth birthday, his mother ordered him to ritually sacrifice her to summon the Devil worshipped by the cult. Instead, he stole power from a Great Old One to kill his mother and her followers. Doing this made him a Warlock.
Talia was shattered by what she experienced and Prowl realized he could not take care of her properly. She needed help that he could not give to heal from her experiences. He found her family, and returned her to them along with much of the cult’s treasure. He could not stay there because he was a tiefling and son of their child’s kidnapper, and instead became an adventurer.
Coursing River was born into the Boundless Oasis clan of Tabaxi. As she grew, she became more and more entranced with the clan's lore and would spend hours at the Loremaster's feet, listening to his stories of far-off cities and heroes saving the world. Someday, she hoped to be just like him and perhaps tell her own stories to the clan.
However, Coursing River had a slight problem - she had a tendency to pick up random objects wherever she went in the village. She'd inadvertently stolen several valuable keepsakes which embarrassed her parents to no end. They almost had to search her room every night to see what she'd taken that day so it could be returned to its rightful owner. The village people were annoyed by her antics but reluctantly tolerated her as her parents were both strong hunters who brought in a decent percentage of the village's meat. The villagers just learned not to leave anything small (or shiny) where it might catch her attention.
One day, the breaking point came. Coursing River had been at the Loremaster's as usual, but she found herself drawn to his staff of office when he was away from his hut. There were so many ribbons and trinkets on it, she wanted to study it more. So she took it, just to study it, she told herself. And all hell broke lose, so to speak.
This theft was NOT tolerated once it was discovered. The Loremaster was furious and convinced the clan Elders to banish her. Given her history of sticky fingers amongst nearly every other member of the clan at one point or another, it didn't take much convincing for the Elders to agree. Coursing River's parents were heartbroken but could not go against the commands of the Elders.
So Coursing River was banished out into the world to find her own way. She left her name behind when she left and began calling herself Loera. She learned to fight with a variety of weapons as she travelled, gathering stories (and to her occasional surprise, objects). She quickly grew adept with archery and it became the focus of her fighting style. She even found a magic user who taught her how to give her arrows some magical Arcane abilities. She joined a band of mercenaries and travelled with them for a time, until her sticky fingers grew too much for them as well and she was alone again. She's moved from company to company that way, never staying long, just long enough to earn enough money to move onto the next place and listen to the next tale.
As the years passed, she continued to gather stories to someday take home to her Clan. She misses her family and her people desperately and she hopes, with every bit of faith she has, that she'll be forgiven and she can go home. And what stories she'll have to tell when that day comes!
One of my favourite characters belonging to my players was Errik.
As his story begins, he is just a young boy, living with his mother in a logging villiage, aptly named Logford, on the outskirts of Gulthmere forest. This town may not have been big, but it was locally renowned for consitently sourcing the finest quality timber.
You see, the Elders of Logford had an arrangement with the Druids who secretly resided within Gulthmere (in my games, magic is very illegal, and Druids are only driven to be more reclusive as a result of this), that the Druids would ensure the loggers yields to be of a good quality, whilst keeping them safe from the dangers of the forest. In return, the loggers would take no more from the forest than what they needed, theyd openly trade resources otherwise unattainable to the Druids, and most importantly, theyd keep their presence a closely guarded secret.
Now, Logford may have been a simple town, but its small-minded folk werent without their trivial concerns. Erriks troubles were centred around another lad, Boon, a couple of years Erriks elder and, at that age a damn sight larger. Boon wasnt a particulary polite child, and his disposition towards Errik was as warm as a frost giant. He would bully Errik without remorse, mostly teasing, or a push here and a trip up there. But one day, Boon took it too far.
As Errik lay pinned to the floor with Boon beating his oafish fists against his futile defense, he threw his hands away from himself and screamed a scream of meek-no-longer, and outward from his fingers flew a river of red, blazing flames.
Boons face would forever carry a reminder of that day.
As Ive already mentioned, in my world, magic is illegal, and thusly, incredibly rare. As such, the townsfolk responded to Erriks magical onslaught with fear and confusion. The Elders had to deliberate on what was to be done with this tainted child. Their conclusion was a favourable one. Being a small town, both the Elders and most of the townsfolk were reluctant to cast out the boy, for they had known him all of his life, but they were equally fearful of reporting him to the authorities, for the stories of the ruthless and violent nature of the fearsome Inquisitors were both numerous and gruesome.
The Elders met with an emissary from the Druids hidden villiage of Istval, and pleaded that he help teach the boy to control his affliction, that he might keep himself safe from discovery, and everyone else safe from harm.
The Druids gave into this request, and demanded nothing in return, or at least not from the townsmen of Logford. From Errik, they demanded commitment, dedication, and long hours of study, for they had more in mind for him than simple spell mastery.
As the years passed, they taught Errik not only how to control his abilities, but also his urges and inclinations. They taught him what they knew of the amna (the energy that forms all things, an integral element in how wizards magic works), and how to shape it to your will using mana. They taught him to survive in the wilds - to hunt, build shelter, to find water. They taught him the axe and the staff, of which they crafted him a fine example of ebony, with which he could focus and thus magnify his powers. They taught him the way of the Druids as they would usually teach one of there own.
They even, after years of study, initiated him into their order and revealed to him their sacred grove. Errik became not only of Logford, but of Istval too.
And as is the nature of children, Errik made friends. He became inseperable from a young Druid girl named Treeva (another PC), and they eventually began taking lessons together. They loved each other as only friends could.
Years would pass in this fashion, until one day, the Orcs came.
Scouts from the East, from the Orsroun mountains flooded into Logford, cutting down any their blades could reach. Organizing as many townsfolk as he safely could, Errik (now 20), fled into Gulthmere, to take the others to the Sacred Grove, where the Druids would surely protect them.
Inevitably, the Orcs followed the fleeing folk to the grove, where they met the Druids in a violent exchange. But Errik misjudged the power of the Druids against such brutul creatures, and as such, many lives were lost, including many of Erriks mentors, and his mother. The Druids furiously cast out Errik from their community, in compensation for the lives his actions had lost, and the desecration of their sacred grove.
Blind to all but bloody vengeance, Errik and Treeva came together, and decided to follow the Orcs tracks to from whence they came, to finish them for good. They took up their arms, and memorized their magics, then set off for what would be their first adventure.
Erriks story is finished now, and its a corker! (Even if I do say so myself) and , though a bit cliche at times, its rich with destiny and facillitates the events of the much larger campaign of another PC - Jon, whose backstory wasnt posted here because he remembers nothing from before he awakens within a strange room...
I'm brand-spanking new to D&D (I've played a couple oneshots with my character to get myself acclimated, but that's about it), but even now I'm a little fond of the story I came up with for my Tabaxi Ranger. I have no idea how accurate it probably is to Forgotten Realms lore, but you know what, I had fun and that's what matters. :U
Anyway, to just do a quick rundown: the idea I had was that a bunch of Tabaxi immigrated to Faerun from Maztica after the continent warped back into the world - I understand Amn had contact with the place, so I like to think that they just moseyed on over to that region and looked around for any free space they could find. They ended up heading east and put down stakes in the Tejarn Hills, keeping a safe distance from the hill giants and basically refurbishing the abandoned Halfling kingdom into cat-dens, practicing Tabaxi culture (whatever that seems to be, I've had a hell of a time trying to find information on them :Y ). Later on, another Tabaxi (also a ranger) wanders into town and basically becomes the unofficial... well, ranger.
Around here, basically.
Fast forward a little bit, a curiosity-prone Tabaxi kid ends up wandering too far from town (again) and this time wanders far enough that he actually runs into a hill giant, who notices him and scoops him up, as giants are prone to do. Kid freaks out, ranger suddenly busts in, hill giant throws the kid in the air and the ranger uses Jump to leap up and catch him before he goes splat on the ground. Hiding the kid somewhere safe, the ranger proceeds to take down the hill giant all on his own, then takes the kid back to town to his utterly-worried mother. As the ranger's leaving to back to his outskirts-of-town home, the kid stops, turns around, calls out to him and asks how he was able to do any of that. You know where this is going.
Years later, the now-old, wizened ranger catches sick and eventually passes away, and Clear Skies, his apprentice, vows to travel throughout the Sword Coast, just as his mentor did. It's simple, maybe a little basic, but I like it, darn it! I'm not in any position to say this given I'm new, again, but people have told me a lot that you never forget your first character, and that's the vibe I get from having come up with all of this, so I'm happy with him and hope he gets into lots of madcap adventures. He's already had two good ones, so!
So this is not a character backstory, but my homebrew world backstory.
In the beginning was AΩ, the First Power. AΩ spent eons alone in the infinite nothing, until one day they desired more. AΩ reached out, and existence was born. At first it was nothing more than swirling atoms, the building blocks that eventually formed into matter. AΩ thought for a time, then reached out again, and the formless matter began to take shape, and reality exploded into being. Having created a foundation, AΩ next pooled the four elements into separate planes, and from these planes drew the necessary materials needed to create the endless variety of existence. The Material Plane became the drawing board on which AΩ created, destroyed, and created again.
First, they created the universe, and filled it with a seemingly endless number of worlds, all warmed by suns that filled the skies of these worlds with a tapestry of stars. AΩ experimented, and life began to take shape. Having tested, erased, and tested again on countless worlds, eventually AΩ settled on a world with which they were truly content. This world was a sparkling blue and green gem that hung in the blackness of space, a perfect world to populate with the life AΩ had been creating. On a large landmass, AΩ placed a wide array of plant and animal life. Finally, certain of their own ability, AΩ placed the First People, the People of Light. These beings were small pieces of AΩ themselves, formed from AΩ’s own inner Light. They could roam, build and multiply, however without the spark of supreme power that AΩ themselves had. The beings were intelligent, and learned to tap into the underlying power of existence, giving birth to magic. Their society flourished, but eventually reached a tipping point.
Their ability to learn and evolve plateaued, and they, like AΩ did eons ago, desired more, though they had become too lazy to reach for it themselves. They begged and pleaded with their creator for more power, but AΩ was steadfast, almost cruelly so. The First People declared war upon their creator, and began pouring all their accumulated knowledge into an attack upon AΩ. To everyone’s surprise, they succeeded in wounding their creator. Seeing that the beings were still too immature to wield such immense power, AΩ made a decision. They reached down into the First People, and with a great wrenching motion, split the Light into a myriad of hues, all retaining some, but not all of the abilities and traits of the original whole. Thus, the varied lesser races of the world came into being. Humans, elves, dwarves, orcs, goblins, demons, angels, and many others poured out from the Light.
AΩ saw that these varieties of being would require guidance, so they made another decision. Reaching deep inside their own being, AΩ split their self into lesser, yet still powerful pieces, and the gods were born. As their original consciousness fractured and began to fade as it evolved into the new forms, AΩ made one last decision. Hurling down a great cataclysm upon the land of the First People, AΩ laid waste to the continent, hoping to hide their failure and prevent future civilizations from trying to reform the full power of the Light and threaten all of existence with it.
The races of the world were thrust into evolutionary infancy, and as they began to learn themselves again, they fled the cradle of life, and spread out across the world. Instinct told them their first home was no longer suitable, and the continent was all but abandoned. Millenia passed, and the knowledge of AΩ and the First People faded into legend, then to fairytale, then was all but forgotten. However, AΩ left a spark of the truth buried deep within the hearts of a few of the new gods, so that in case someday, someone attempted to re-gather the power necessary to claim the power of the Light for themselves, the gods would be ready, and could take the necessary steps to protect creation.
Gregor grew up in the town of Yulesia. He came from a poor family. His mother, Alma, and his little sister, Penelope lived in a single room above the tanner where Alma worked. Gregor was large for his age and took work lugging around heavy objects, barrels and the like for the tanner. However, the pay was miserable. In order to help his mother and little sister, he joined the underground pit fighting arena as a fighter. There he trained under a gruff veteran and learned the art of unarmed combat. Gregor found that he had a talent for the pit. He quickly rose through the ranks and became the local champion. When this happened he was given the championship belt that he now wears every where he goes. He was able to purchase a modest home in the residential quarter for his family and has begun paying for his sisters education. She wants to be a bard. However, Gregor became conceited and braggardly after so many wins in the pit. This ended up costing him when he died via a disintegrate spell after calling the disguised demigod Olcampus, who was in the audience a "overgrown handbag" and challenged him to step into the ring. He has no recollection of this event and his next memory after taunting the demigod is sitting in the fighter's quarters staring at his hands. Time has passed, his mother and sister no longer occupy the home he purchased and he recognizes none of the competitors of the arena. What has happened? He must know what has happened to his family. Did I really die in the ring?
My character is vengeance, a tiefling who lived in dis. Until one day, Zariel for some reason killed his parents. After that, he ran away, into Avernus, where he wound up on the material plane, and then the shadow fell. There he made a pact with the raven queen. Now he plans to use his new power as a warlock to get revenge!
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I see your Halfing wizard with a top hat... And raise you a wearing moon elf nondenominational cleric of death... a mortician here to provide funeral services for any faith or deity you may follow. He's that tall stick figure wearing all black who speaks slowly in that "my condolences" tone at all times to everyone he meets (Even in boss battles).
Rhogar Delmirev the male sliver dragonborn druid. He's noble of the House Delmirev who was disowned for the high crime of gaining greater appeal then his eldest brother. He turned from a courtesan to a druid when he was taken in by the elven druid who enriched his family's fields in the spring. Now he uses his druidic skills to gain enough gold to eventually build a business to rival that of the family that betrayed him.
Courtesan or courtier? Courtesan would certainly explain his greater appeal, and it would be a bold storytelling choice, but I can't convince myself that it's the word you mean.
You got me. Courtier was what I was going for. Not so much as "companion" to the monarch but the noble court as a whole. Youngest of three brothers, the heir went the the military as an Officer, while the spare took over the family winery (grape, honey, and cider). And poor Rhogar was given over to the women of the family (Grandmother, Mother, Aunts) to learn the ways of courtly manners.
I'm still new to D&D and this is really my first detailed backstory I've ever made. Please feel free to give any suggestion or let me know of any holes.
Alestor Jager
The Jager family has a long blood stained history in the line of monster slaying. The family takes pride in their work, and the help they bring to any community that reaches out to them. What makes the family so special is the silver eyed blood line that runs through their veins giving them the source of their power to defeat any evil that crosses their path. The silvered eye allows them to peer into their foes and find its weakness to exploit it along with many other abilities later as the carrier grows. However this bloodline was never actually a blessing but a curse, those who are cursed with this line each night relive the painful deaths of those before them in their dreams. Some have been known to take their own life due to the lack of rest and the painful dreams to escape it, only the strongest of the clan survive to use it for what it's worth and carry on the family name. Alestor was raised as a half elf by his father Jacob Jager (Human:Deceased: Carrier of blood line passed to Alestor) and mother Amellia Harllow Jager (High Elf: Alive).
Now Alestor did have a childhood but not a very normal one growing up. While others kids went to school, playing tag, and pretend warrior, Alestor was taught by his mother and father at their manor and was a fighter at the age of 16 slaying his first vampire. The Jager blood rain thick in his veins and he took the family business serious. Though one could tell through his tired eyes the nightmares effected him so, but it was his loving mother and father that kept him strong reminding him that it would be up to him to fight off the creatures of the night soon and carry on the family legacy. At the age of 20 Alestors father had past on at the horrible death of a warlock known as Ember VonTelsor setting his father ablaze in an ambush. Each night Alestor could hear his fathers screams and feel his skin burn as his fathers did causing him to wake up coughing a choking as if smoke filled his lungs.However this death didn't stop Alestor, it only made him stronger and more determined to stop the evils of the night.
At the age of 21 Alestor packed his bags and kept his fathers journal, bow, and a note from Kharon close to him as he was ready to set off on his own adventure to rid the lands of evil plague and help those in need. Giving his mother one last hug goodbye Alestor now travels off to continue his family legacy.
Side Notes: Unlike most half elfs that can take a half rest to be fully recovered, Alestor needs a full rest to be recovered due to the curse. Alestors Mother is still alive and has been known to communicate with him through animals, with which he also responds with. Tactful thinker, likes to known his target and surroundings before charging in. Quick to make friends, and a soft spot for the safety of children. Lover of books and knowledge. Clean freak. Doesn't like to bother others with the talk of his nightmares. The Jager family are also well known authors of books on monsters, the slaying of monsters, and survival.
The idea of this is the curse is "Hunter Sense".
Also for fun I have purchased a leather note book that I keep notes of monsters I encounter and use hunters sense on, I also attempt my poor drawing of what I think I saw lol.
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I've got a character for Out of the Abyss that I'm pretty excited to continue playing - Azz'dreya Mizzrym. She's a dark elf Druid (Circle of the Moon) who is described by the members of her circle as "curious," "reserved," "slow to anger," and "kind, even when she shouldn't be." I picked the house without knowing who the mistress of the outpost was - my DM and I then decided Azz'dreya was Ilvara's niece. Here's how she ended up in her aunt's slave camp:
Born to a mid-ranking priestess who hailed from House Mizzrym, Azz'dreya enjoyed a life of luxury due to her family's position in Menzobarranzan. Before she mastered the ability to trance, she dreamed of the moon without knowing what it was. She occasionally would enter a true sleep even after she learned her meditations, just to get a glimpse of the strange, beautiful orb that called to her. That peculiar habit, along with her interest in the world above, set her apart from her peers - she was basically the "weird kid" and none of the drow her age wanted anything to do with her. As such, her childhood was lonely except for her nannies and tutors. One tutor, a deep gnome named Borbin, taught her things about the surface world, including the moon, when none of the others would. He was dismissed as her tutor quite swiftly after.
Shortly after she passed her first century she decided she would leave the Underdark and venture to the surface world, telling no one of her departure. It was a full moon when she emerged from the tunnels after a long, dangerous journey. As she walked through the woods in search of civilization, she came upon a circle of elven druids performing rituals to honor Selûne. They were distrustful of her at first, but seeing her genuine curiosity and desperation for belonging, the archdruid of the circle agreed to let her stay and learn. Azz'dreya considered it fate that led her to them, and before long she was officially initiated into the circle. She soon fell in love with one of her circle-mates and the two were engaged to be wed at the next full moon, but before they could marry, Azz'dreya's past came back to haunt her.
Bounty hunters sent by her aunt waited until the archdruid was away from the small settlement and attacked in the middle of the night. Azz'dreya has few memories of that night, as she was knocked unconscious and dragged away from her new home, but she does remember smoke and fire and terror. She was marched all the way to Velkenvelve, and when the bounty hunters reported that she participated in the worship of a goddess that was not Lolth, her aunt promised to work her nearly to death before sending her back to Menzobarranzan to face judgment.
I think there's a lot of interesting ways this character could evolve and I'm pretty excited about it.
"Can we please stop debating philosophy with the dapper crab?"
Ollurim Halftusk, Grave Cleric of Melora in a Storm King's Thunder campaign.
The product of an unlikely union, a willing partnership between a barbarian woman of the Northern Wastes and and Orc cast out from Dark Arrow Keep, Ollurim's life has been one of duality. Born in a Druid Conclave in Lurkwood, he was taught the necessity of balance from an early age. The druids of Melora taught Ollurim to neither fear, nor condemn, the savagery of the wild, but to live in harmony with it.
As a child he learned to gather, as a teen he learned to hunt, and as an adult he learned to smite the ruin of undead and aberrations of the world. To Ollurim's consternation, he developed no Druidic power, but on the night his father went missing, he suffered a fevered nightmare. His half-orc blood was pounding in his head, echoing with the whispers of Grummsh, rage cried out in him, boiling in his chest, begging to spill forth from dreams to waking life. Fear scratched at his mind and was suddenly shattered. Grummsh's whispers were hushed, and his disquiet soul found peace. Melora mercifully wrenched the influence of evil from him and bathed him in the ferocity of her light, a pure force of nature. She called out, speaking of balance between two worlds, between Orc and Human, between life and death.
"The world will need those who walk the paths between, who serve the life and death. Arise and carry out my will, Ollurim. Go as my champion to where the balance is upset and work to right it. Awaken, Cleric." With every word, he felt divine strength give succor to his limbs, his burdens seemed so inconsequential, and he felt the thrum of nature's pulse. His eyes opened and the dream did not fade, the burden of being was no longer so heavy.
For his entire life Ollurim had known internal strife and outward harmony. How fitting it was, he thought, that on the day he found internal harmony he would learn of the strife in the world. All thirty years he'd seen Orcs, Elves, Humans, and the occasional fey creature live in concord, working together to build the conclave and keep the balance but on that day he was delivered news that his father, Urzog Halftusk, had been mortally wounded, laid low by a hunters arrow simply for being an Orc. He was able to spend his fathers dying moments with him, one hand on his forehead, easing the passage, the other tightly holding his mother's. With the blessings bestowed on him by Melora herself, he performed last rites, speaking words he didn't know the source of, sanctifying Urzog's corpse to prevent the scourge of undeath.
Ollurim spent the next eight years serving the balance quietly in his woodland home, fighting side by side with the Druids against the rising undead. As much as he craved the voice of the wildmother to grace his dreams again, she didn't come, not until now... not until she called him south to the town of Nightstone, pressing him into service to ease the dying and restore the balance upset by the giants.
kind of punk rock
Here's an edgy backstory for a human-mark of passage rouge that I created:
You used to lead a quiet, uneventful life as your village doctor, and you taught history on your off shift. You were even about to be married, but on the wedding day you were possessed by a demon and killed everyone at the wedding, including your whole family and your future wife. Burdened by guilt, you ran into the woods and attempted to kill youself by hanging. You were stopped just in time by a noble who was hunting in the area. It turned out that the noble was an infamous crime family leader, and she took you in. She took advantage of your unnatural curior’s speed and quick fingers and turned you into an amazing thief. You worked for her for a while as a personal doctor and bodyguard, and left one day after she decided to let you go. Then, you began your career as the infamous Dr. Blue, the killing doctor.
This is my character Adran Goldleaf's backstory. Adran Goldleaf is the son of the high elf royal family. All his life Adran has wanted to be an adventurer, but his family would not let him, he was going to be forced to live his life as not Adran Goldleaf but the youngest son of the high elf king, a background character eternally. So Adran ran away, he took his money and ran. Later in a village he purchased weapons and armor so he could finally fulfill his dream of being immortal not in life but in death and history.
Hi, I'm not quite good in English so I used a translator to translate my backstory from Italian.
I wrote my backstory like if it was a diary/book hope you like it...
Lassiel Ylvana Ranger Criminal
I lived as a child, in a small village in a forest, at the foot of a giant tree. Living with my mother Renna Aexisys and with my father Dûrion Ylvana. My mother was very sick and could not even get out of bed; so it was my father who brought home enough money to eat, we were a very poor family.
One day I found a little girl I didn't know, a halfling, who seemed lost, I asked her if she wanted to play, but she seemed to be crying. I approached her gently asking her what had happened, and she, still sobbing, replied that her mother, her only relative left alive, had died that morning stabbed by an elf.
My father and I took her to our house to calm her and she asked us if we knew a certain Dûrion Ylvana, it was the name his mother used to scream as she was stabbed. At those words my father and I cleared our eyes, I started to cry and he left the house.
The halfling didn't understand what had happened until he returned with a dagger in his hand.
I stood in front of the halfling to protect her and screamed as much as possible to make myself heard from outside the house. Luckily a convoy of guards was passing outside on the way back from the little halfling's house. They entered and saw my father wielding that dagger and threatening us, then arrested him but first managed to slash a blow that hit my cheek, disfiguring it. From that moment, with my father behind bars, my very sick mother and an extra halfling in the family, we had to find a way to bring food home. So me and my new halfling sister, Anne Ylvana, started stealing.
One day I returned home happy after having stolen ten gold coins from a nearby merchant. The moment I entered the lobby door I heard Anne crying, I ran to her, she was in our mother's room, and I knew immediately that the illness had killed her. I tried to calm Anne, without good results, she ran out of the house creating trouble for the whole village, staining even more the name of the Ylvana.
I spent 30 years in the shadow of the insults and rumors about my family.
One day, I was about 35 years old, guards came into what must have been my home telling me that it was time for me to leave. I had been caught stealing too many times and, even if it had been difficult to make that choice, I had to leave that place, I was banned from that day, all my family or what's left of it was banned from that village.
I wandered through the forests of the place listening to the voices that passed in the wind, and I thought I was free. Until a fateful day when passing through an inn I saw a wanted poster with my face on it.
I could not escape in time when adventurers took me and carried me by guards. I had to undergo 3 years in prison with a halfling reduced very badly before being able to escape thanks to the help of the aforementioned chick. There was something familiar about that halfling but I didn't pay much attention while in the darkness of the night we ran away. During the escape she broke a glass in a small window big enough to let her pass, while I chose to go through another area, the guards heard the sound of windows and I'm not sure she could escape. But I managed to escape from the sewers and I knew that from that moment I had to keep my face in the dark as much as possible.
I found some old rags with which I made a cloak with a hood and a bandana that I tied at the neck to cover my face more.
So I started to wander through the lands of my continent. In every inn that I entered, there was always a wanted notice board with my face on it, but I didn't notice only mine. I noticed another face very familiar to me, it was Anne. She too was apparently wanted, and apparently she also knew how not to be found.
I am now 42 and have traveled all over my continent and a lot of questions have been created in my mind.
I would like to go back to my father, I would like to meet my sister again, I wish I could greet my mother. Although I know that this is not possible.
But I still have a strange feeling that my sister is somewhere. I could try to change the continent, but I should equip myself better. I do not believe that a simple dagger and a long bow can suffice to defend myself. I then tried to steal two short swords from an old blacksmith from a coastal village, succeeding, and then embarking for another continent.
// Here is where our campaign started, in a ship to another continent.
Helm Buckman was a drow born in the underdark and trained as a assassin his father a elite warrior his mother a priestess of lolth . On his first job he was taken out side the underdark to assassinate a elf prince who meant to lead a raid to destroy Helms village, he did his job well and escaped to the underdark. Long after the assassination Helm longed for the outside world the feeling of the sun on his skin so he asked his mother if he could run away after long consideration from his mother (and him rolling a twenty on his persuasion check) she allowed him but first she gave him a gadget of her own making that allowed him to seem to be a human as to avoid the pregudus he would get. He ran away and up to this day his party members think he is human.
Interestingly know one know's this story as are party is so small the dm playes a pc to I am the dm :)
The 6 most hated words in all of d&d history: make me a dex saving throw .
I have a half wood elf ranger named Arelor Goldenbow.
From birth Arelor Goldenbow was taught how to survive in the wilderness and that in the eyes of nature all are equal. A couple of months after he turned sixteen an ancient red dragon invaded the nation Arelor lived in and placed powerful mages and warriors in charge of the towns, these people are known as dragon preists. Arelor was furious how dare they, so he gathered a group of young people to form a rebellion. Their first act was to break into the armory and steal weapons and alchemist fire. Arelor chose from the armory a heavy crossbow and a greatsword , along with a breastplate made to look like it was inlaid with dragon scales. His rag tag band of rebels started to wage war on the guards of the town engaging in gorilla warfare, Arelor himself would lead stealth missions from the woods. But one day after Arelor had stashed his gear and survival equipment in a dead tree he was caught, and whipped by the guards. His allies freed him and he ran into the woods. He has hidden ever sense gathering the strength to take back his homeland.
I can't remember if I've shared this one yet, but here's Simon 'Styx' Carver, a swashbuckler with the entertainer background.
Born to a poor family in Waterdeep, Simon barely knew his father. He constantly argued with his mother and eventually ran off to make something of himself. After running into a group of thieves, he joined up with them and learned some tricks of the trade, but since he was young he was relegated to lookout duties in and around the base.
One night, he was allowed to join on a proper heist. Some noble was out of town and there were easy pickings to be had. What the thieves didn't expect was a group of gladiators to defend the manor with song. When Simon found himself face to face with a massive half-orc woman, he froze. He couldn't whistle a warning, call out or even move.
The half-orc picked him up by the shoulders and said, 'If you have the stones to face me, come find me,' before throwing him aside and barging into battle with the other thieves who were completely unaware by the gladiators.
Pride is a funny thing. Even when you're scared out of your wits, it can send you flying into danger. Simon hid himself in a pile of garbage and followed the gladiators back to their arena, which was little more than a dirt pit inside a huge tent. The crowd cheered for the half-orc, who was throwing her arms out in victory and posing as her opponent was dragged away.
'Come on! Ain't none of you men got the stones to face me?' The woman yelled.
Simon jumped down and pointed his rusty, pitted sword at her. 'I do,' he said. The arena was silent, then everyone burst out laughing.
'You? With that piddly little blade? Well, it is a good idea to cool down after exercising...not like that last one put up much of a fight,' the woman said as she hefted her warhammer over her shoulders.
Simon's feet trembled for a moment, but he maintained an air of confidence and to his credit he did manage to last more than five seconds, but everything went all black after the sixth. When he came to, all the fighters and a gnome in a top hat were standing around him.
After he explained his story, the gnome rubbed his beard. 'Well, we can't let you go back to a life of crime, especially with a piddly weapon like that. No, the only solution I can see is you join up with us and make something of yourself, something that people cheer for. How's that sound?'
'That's all I ever wanted, sir,' Simon said.
'Hear that Stones? You finally got your Sticks!' A wiry tiefling said.
'Oh shut it Straw,' Stones said.
'Heh, Sticks and Stones,' a surprisingly muscly elf said.
'You shut it too, Bryx!'
'Hey, can my stage name be Styx, like the river? It'll sound so much cooler,' Simon asked. The gnome burst out laughing and agreed.
Years later, the duo of Styx and Stones were well renowned, but their traveling arena fell on hard times. Eventually, all they could do was sell what they had and go their separate ways. Straw and Bryx got married and settled down to run a farm, while the gnome seemed to vanish in a puff of smoke. Styx wanted to stay with Stones, who had become kind of like a sassy, mildly alcoholic aunt to him, but she refused, saying that she had to leave on a spirit quest, to places where he couldn't follow. Thus did our hero find himself alone. Again. He was too proud to return home and moving in with Straw and Bryx made him feel like he was imposing and he couldn't do that, so what could he do?
That's when it hit him: he could be an adventurer! He'd met plenty in his time and the work wasn't that dissimilar to what he already did and dusting off his thieving skills would give him an added edge over other front-line combatants and besides: the adventurers he'd met were a fairly dour lot. Someone had to show them how to do this job with a bit of flair!
Backstory for a Tiefling I am playing in a Curse of Strahd campaign.
Prowl was born to a Tiefling mother, heir to a cult worshipping her infernal ancestor. His mother paid little attention to him, but was jealous of his love and attention. A number of nursemaids and nannies disappeared suddenly from his life before he was old enough to (mostly) care for himself.
He grew up alone for the most part, no one will to risk his mother’s displeasure by befriending him other than his old tutor, a disgraced scholar. He spent his time among the moldering tomes and decaying books of the cults library, where all of the gathered arcane and blasphemous secrets the cult had gathered were kept. He learned not only of devils and demons, but also of the Great Old Ones, the ones that were there before the universe itself.
When he was seventeen, Prowl was summoned to his mother’s presence and given a girl. Talia was not much younger than he, and he assumed that she was to be the mother of his children. She became his confident and first true friend and he swore never to hurt her.
On his eighteenth birthday, his mother ordered him to ritually sacrifice her to summon the Devil worshipped by the cult. Instead, he stole power from a Great Old One to kill his mother and her followers. Doing this made him a Warlock.
Talia was shattered by what she experienced and Prowl realized he could not take care of her properly. She needed help that he could not give to heal from her experiences. He found her family, and returned her to them along with much of the cult’s treasure. He could not stay there because he was a tiefling and son of their child’s kidnapper, and instead became an adventurer.
Coursing River was born into the Boundless Oasis clan of Tabaxi. As she grew, she became more and more entranced with the clan's lore and would spend hours at the Loremaster's feet, listening to his stories of far-off cities and heroes saving the world. Someday, she hoped to be just like him and perhaps tell her own stories to the clan.
However, Coursing River had a slight problem - she had a tendency to pick up random objects wherever she went in the village. She'd inadvertently stolen several valuable keepsakes which embarrassed her parents to no end. They almost had to search her room every night to see what she'd taken that day so it could be returned to its rightful owner. The village people were annoyed by her antics but reluctantly tolerated her as her parents were both strong hunters who brought in a decent percentage of the village's meat. The villagers just learned not to leave anything small (or shiny) where it might catch her attention.
One day, the breaking point came. Coursing River had been at the Loremaster's as usual, but she found herself drawn to his staff of office when he was away from his hut. There were so many ribbons and trinkets on it, she wanted to study it more. So she took it, just to study it, she told herself. And all hell broke lose, so to speak.
This theft was NOT tolerated once it was discovered. The Loremaster was furious and convinced the clan Elders to banish her. Given her history of sticky fingers amongst nearly every other member of the clan at one point or another, it didn't take much convincing for the Elders to agree. Coursing River's parents were heartbroken but could not go against the commands of the Elders.
So Coursing River was banished out into the world to find her own way. She left her name behind when she left and began calling herself Loera. She learned to fight with a variety of weapons as she travelled, gathering stories (and to her occasional surprise, objects). She quickly grew adept with archery and it became the focus of her fighting style. She even found a magic user who taught her how to give her arrows some magical Arcane abilities. She joined a band of mercenaries and travelled with them for a time, until her sticky fingers grew too much for them as well and she was alone again. She's moved from company to company that way, never staying long, just long enough to earn enough money to move onto the next place and listen to the next tale.
As the years passed, she continued to gather stories to someday take home to her Clan. She misses her family and her people desperately and she hopes, with every bit of faith she has, that she'll be forgiven and she can go home. And what stories she'll have to tell when that day comes!
One of my favourite characters belonging to my players was Errik.
As his story begins, he is just a young boy, living with his mother in a logging villiage, aptly named Logford, on the outskirts of Gulthmere forest. This town may not have been big, but it was locally renowned for consitently sourcing the finest quality timber.
You see, the Elders of Logford had an arrangement with the Druids who secretly resided within Gulthmere (in my games, magic is very illegal, and Druids are only driven to be more reclusive as a result of this), that the Druids would ensure the loggers yields to be of a good quality, whilst keeping them safe from the dangers of the forest. In return, the loggers would take no more from the forest than what they needed, theyd openly trade resources otherwise unattainable to the Druids, and most importantly, theyd keep their presence a closely guarded secret.
Now, Logford may have been a simple town, but its small-minded folk werent without their trivial concerns. Erriks troubles were centred around another lad, Boon, a couple of years Erriks elder and, at that age a damn sight larger. Boon wasnt a particulary polite child, and his disposition towards Errik was as warm as a frost giant. He would bully Errik without remorse, mostly teasing, or a push here and a trip up there. But one day, Boon took it too far.
As Errik lay pinned to the floor with Boon beating his oafish fists against his futile defense, he threw his hands away from himself and screamed a scream of meek-no-longer, and outward from his fingers flew a river of red, blazing flames.
Boons face would forever carry a reminder of that day.
As Ive already mentioned, in my world, magic is illegal, and thusly, incredibly rare. As such, the townsfolk responded to Erriks magical onslaught with fear and confusion. The Elders had to deliberate on what was to be done with this tainted child. Their conclusion was a favourable one. Being a small town, both the Elders and most of the townsfolk were reluctant to cast out the boy, for they had known him all of his life, but they were equally fearful of reporting him to the authorities, for the stories of the ruthless and violent nature of the fearsome Inquisitors were both numerous and gruesome.
The Elders met with an emissary from the Druids hidden villiage of Istval, and pleaded that he help teach the boy to control his affliction, that he might keep himself safe from discovery, and everyone else safe from harm.
The Druids gave into this request, and demanded nothing in return, or at least not from the townsmen of Logford. From Errik, they demanded commitment, dedication, and long hours of study, for they had more in mind for him than simple spell mastery.
As the years passed, they taught Errik not only how to control his abilities, but also his urges and inclinations. They taught him what they knew of the amna (the energy that forms all things, an integral element in how wizards magic works), and how to shape it to your will using mana. They taught him to survive in the wilds - to hunt, build shelter, to find water. They taught him the axe and the staff, of which they crafted him a fine example of ebony, with which he could focus and thus magnify his powers. They taught him the way of the Druids as they would usually teach one of there own.
They even, after years of study, initiated him into their order and revealed to him their sacred grove. Errik became not only of Logford, but of Istval too.
And as is the nature of children, Errik made friends. He became inseperable from a young Druid girl named Treeva (another PC), and they eventually began taking lessons together. They loved each other as only friends could.
Years would pass in this fashion, until one day, the Orcs came.
Scouts from the East, from the Orsroun mountains flooded into Logford, cutting down any their blades could reach. Organizing as many townsfolk as he safely could, Errik (now 20), fled into Gulthmere, to take the others to the Sacred Grove, where the Druids would surely protect them.
Inevitably, the Orcs followed the fleeing folk to the grove, where they met the Druids in a violent exchange. But Errik misjudged the power of the Druids against such brutul creatures, and as such, many lives were lost, including many of Erriks mentors, and his mother. The Druids furiously cast out Errik from their community, in compensation for the lives his actions had lost, and the desecration of their sacred grove.
Blind to all but bloody vengeance, Errik and Treeva came together, and decided to follow the Orcs tracks to from whence they came, to finish them for good. They took up their arms, and memorized their magics, then set off for what would be their first adventure.
Erriks story is finished now, and its a corker! (Even if I do say so myself) and , though a bit cliche at times, its rich with destiny and facillitates the events of the much larger campaign of another PC - Jon, whose backstory wasnt posted here because he remembers nothing from before he awakens within a strange room...
I love telling stories 😂😂
I'm brand-spanking new to D&D (I've played a couple oneshots with my character to get myself acclimated, but that's about it), but even now I'm a little fond of the story I came up with for my Tabaxi Ranger. I have no idea how accurate it probably is to Forgotten Realms lore, but you know what, I had fun and that's what matters. :U
Anyway, to just do a quick rundown: the idea I had was that a bunch of Tabaxi immigrated to Faerun from Maztica after the continent warped back into the world - I understand Amn had contact with the place, so I like to think that they just moseyed on over to that region and looked around for any free space they could find. They ended up heading east and put down stakes in the Tejarn Hills, keeping a safe distance from the hill giants and basically refurbishing the abandoned Halfling kingdom into cat-dens, practicing Tabaxi culture (whatever that seems to be, I've had a hell of a time trying to find information on them :Y ). Later on, another Tabaxi (also a ranger) wanders into town and basically becomes the unofficial... well, ranger.
Around here, basically.
Fast forward a little bit, a curiosity-prone Tabaxi kid ends up wandering too far from town (again) and this time wanders far enough that he actually runs into a hill giant, who notices him and scoops him up, as giants are prone to do. Kid freaks out, ranger suddenly busts in, hill giant throws the kid in the air and the ranger uses Jump to leap up and catch him before he goes splat on the ground. Hiding the kid somewhere safe, the ranger proceeds to take down the hill giant all on his own, then takes the kid back to town to his utterly-worried mother. As the ranger's leaving to back to his outskirts-of-town home, the kid stops, turns around, calls out to him and asks how he was able to do any of that. You know where this is going.
Years later, the now-old, wizened ranger catches sick and eventually passes away, and Clear Skies, his apprentice, vows to travel throughout the Sword Coast, just as his mentor did. It's simple, maybe a little basic, but I like it, darn it! I'm not in any position to say this given I'm new, again, but people have told me a lot that you never forget your first character, and that's the vibe I get from having come up with all of this, so I'm happy with him and hope he gets into lots of madcap adventures. He's already had two good ones, so!
So this is not a character backstory, but my homebrew world backstory.
In the beginning was AΩ, the First Power. AΩ spent eons alone in the infinite nothing, until one day they desired more. AΩ reached out, and existence was born. At first it was nothing more than swirling atoms, the building blocks that eventually formed into matter. AΩ thought for a time, then reached out again, and the formless matter began to take shape, and reality exploded into being. Having created a foundation, AΩ next pooled the four elements into separate planes, and from these planes drew the necessary materials needed to create the endless variety of existence. The Material Plane became the drawing board on which AΩ created, destroyed, and created again.
First, they created the universe, and filled it with a seemingly endless number of worlds, all warmed by suns that filled the skies of these worlds with a tapestry of stars. AΩ experimented, and life began to take shape. Having tested, erased, and tested again on countless worlds, eventually AΩ settled on a world with which they were truly content. This world was a sparkling blue and green gem that hung in the blackness of space, a perfect world to populate with the life AΩ had been creating. On a large landmass, AΩ placed a wide array of plant and animal life. Finally, certain of their own ability, AΩ placed the First People, the People of Light. These beings were small pieces of AΩ themselves, formed from AΩ’s own inner Light. They could roam, build and multiply, however without the spark of supreme power that AΩ themselves had. The beings were intelligent, and learned to tap into the underlying power of existence, giving birth to magic. Their society flourished, but eventually reached a tipping point.
Their ability to learn and evolve plateaued, and they, like AΩ did eons ago, desired more, though they had become too lazy to reach for it themselves. They begged and pleaded with their creator for more power, but AΩ was steadfast, almost cruelly so. The First People declared war upon their creator, and began pouring all their accumulated knowledge into an attack upon AΩ. To everyone’s surprise, they succeeded in wounding their creator. Seeing that the beings were still too immature to wield such immense power, AΩ made a decision. They reached down into the First People, and with a great wrenching motion, split the Light into a myriad of hues, all retaining some, but not all of the abilities and traits of the original whole. Thus, the varied lesser races of the world came into being. Humans, elves, dwarves, orcs, goblins, demons, angels, and many others poured out from the Light.
AΩ saw that these varieties of being would require guidance, so they made another decision. Reaching deep inside their own being, AΩ split their self into lesser, yet still powerful pieces, and the gods were born. As their original consciousness fractured and began to fade as it evolved into the new forms, AΩ made one last decision. Hurling down a great cataclysm upon the land of the First People, AΩ laid waste to the continent, hoping to hide their failure and prevent future civilizations from trying to reform the full power of the Light and threaten all of existence with it.
The races of the world were thrust into evolutionary infancy, and as they began to learn themselves again, they fled the cradle of life, and spread out across the world. Instinct told them their first home was no longer suitable, and the continent was all but abandoned. Millenia passed, and the knowledge of AΩ and the First People faded into legend, then to fairytale, then was all but forgotten. However, AΩ left a spark of the truth buried deep within the hearts of a few of the new gods, so that in case someday, someone attempted to re-gather the power necessary to claim the power of the Light for themselves, the gods would be ready, and could take the necessary steps to protect creation.
Gregor grew up in the town of Yulesia. He came from a poor family. His mother, Alma, and his little sister, Penelope lived in a single room above the tanner where Alma worked. Gregor was large for his age and took work lugging around heavy objects, barrels and the like for the tanner. However, the pay was miserable. In order to help his mother and little sister, he joined the underground pit fighting arena as a fighter. There he trained under a gruff veteran and learned the art of unarmed combat. Gregor found that he had a talent for the pit. He quickly rose through the ranks and became the local champion. When this happened he was given the championship belt that he now wears every where he goes. He was able to purchase a modest home in the residential quarter for his family and has begun paying for his sisters education. She wants to be a bard. However, Gregor became conceited and braggardly after so many wins in the pit. This ended up costing him when he died via a disintegrate spell after calling the disguised demigod Olcampus, who was in the audience a "overgrown handbag" and challenged him to step into the ring. He has no recollection of this event and his next memory after taunting the demigod is sitting in the fighter's quarters staring at his hands. Time has passed, his mother and sister no longer occupy the home he purchased and he recognizes none of the competitors of the arena. What has happened? He must know what has happened to his family. Did I really die in the ring?
My character is vengeance, a tiefling who lived in dis. Until one day, Zariel for some reason killed his parents. After that, he ran away, into Avernus, where he wound up on the material plane, and then the shadow fell. There he made a pact with the raven queen. Now he plans to use his new power as a warlock to get revenge!