First level backstories

and after the TPK: Fiddle Skipstone Halfling Ranger

Fiddle Skipstone is not your typical halfling. His parents were of mixed race. His father, Kendal Skipstone, was a strong warrior through and through of true Strongheart descent. His mother, Dyal Willberry, was a Lightfoot seamstress in a travelling show. They met in Luiren. And for 2 whole years they remained together. But like all Lightfoot halflings the road beckoned. So away the Travelling Willberries went. As a parting gift, Kendal gave their son, Fiddle, a masterfully crafted short sword. He had Dyal promise that someone would teach the lad its use.

So from the time, Fiddle could walk he dreamt of using his sword. The Willberries crossed many lands. By sea, by foot, and by wagon they roamed. The leader of the troupe was a ranger. He was the most admired figure in the camp. Breaking new trails, finding new lands, and living the life of constant travel and adventure, the halfling ideal. But it would be many years before Fiddle learned the way. His first stop was to help keep food on the table in another fashion. Fiddle had quick fingers and feet.

Fiddle part in the troupe was to collect things in their travels. Things people left carelessly unattended. Things they obviously didn't want. Things they wouldn't miss. Fiddle was a good collector. Eventually, the troupe reached the Dalelands. The land of more big people. But also the land of relatives. Fiddle's aunt was a legend. She was said to know the answer to almost any question. She was full of advice. And gave it freely. Something Fiddle admired. And her daughter, Pepto, was just as quick of wit. She and Fiddle enjoyed each other's company. Although, Pepto had all Lightfoot tendencies. She left home often and came back with grand tales.

One such tale was recent, this would be Fiddle's first great adventure. A dragon as big as a barn. Fiddle practiced his tracking techniques. He practiced with his sword. But years as a collector taught him, he favored the dagger more. And he practiced dressing wounds and game. When he was finally ready. Fiddle set off for Peldan's Helm.

Now that he was a ranger, Fiddle learned the truth. The life of a ranger is a difficult one. He was a solitary figure. He was disconnected from the rest of his family. He was denied the comforts of which he was accustomed. He missed them. For these reasons, he turned back to his old trade. And found himself in an Inn, The Man with Fire in his Hands, in Peldan's Helm. With winter's nasty truth wailing outside.
 

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From Michael Morris' Dusk online game

Kenri, male Human (Kalse) Ftr1: CR 1, Medium Humanoid (Human), HD 1D10 + 2, hp 12, Init 1, Spd 30, AC 17 (+1 dex, +4 Chain Shirt, +2 Shield), Attack +1 (+3 melee, +2 Ranged; +4 melee 1d8+2 Longsword, +3 melee 1d4+2 dagger); SV Fort +4, Ref +1, Will +1; AL NG; Str 14, Dex 12, Con 14, Int 12, Wis 12, Cha 14.
Skills: Bluff +4, Climb +6, Diplomacy +5, Handle Animal +4, Jump +4, Ride +3, Perform +3 (sing), Swim +4,

Feats: Allure, Low Light Vision, Weapon Focus: Longsword

Possessions: Chain shirt; Longsword; Shield, large, steel; 2 Daggers Gold: 75.8

Kenri Kerrin was born outside the ruined city of Thrush, in war-torn Threndis, but his parents fled that land soon after his birth and journeyed to Kalse. Kenri’s father, Kalin, is human while his mother, Senna, is half-elven; only in Hone Rae has she found acceptance. She still bears scars from her treatment at the hands of Threndish bandits. Kalin WAS one of those bandits; he fell in love with her at first sight. Soon after her capture, Kalin stole the bandit leader’s hoard and fled under cover of darkness with Senna. They managed to make a life for themselves outside of West Shore for a time, but Kalin’s past caught up with him soon after Kenri was born. The couple abandoned their small chandlery business and fled down the coast to Hone Rae.

Kenri grew up in The Wheel and Flagon, a roadside fortified inn situated between Kalse and Wheaton, said inn being built with the stolen gold his father bore away with him. From an early age, he was exposed to all manner of strangers and travelers. He’s always loved a good tale, and often would have to be cuffed and dragged by his ear back to his place in the kitchen or stable when a good bard would come to play at the inn. Still, he managed to memorize most of the common traveler songs and tales, and he did prove at least to have a good voice if little talent for actual instruments. For a time he thought he would become a wandering bard, or a wizard like his distant uncle (on his mother’s side) Eolan, who came to visit a few times.

When Kenri was old enough, he traveled to Kalse and Wheaton with his father on business trips to buy supplies or find a market for goods so that good advice could be given to merchants and caravans that stopped at the inn. About this time, war broke out between Hone Rae and the seagoing Altanians, and Kenri got to hear soldiering tales. Already he was becoming a strong lad, and had done very well in the limited militia training given to a boy his age. After the war, Kenri kept up with his training, and by now had decided that joining with one of the mercenary companies would be a good thing to do. It became a sore point between he and his parents. Neither of them wanted him risking his life in that way – they had seen war and raiding, and Kenri had not. The tension between them grew as his parents became more stubborn about this. Kenri’s father had seen enough war and chaos in Threndis to last him several lifetimes and he tried to impress this on the boy, but Kenri was not swayed. He and his father almost came to blows over the issue more than once, and Senna (rightly) feared the boy might simply run away one dark night.

Fate decided the issue in the person of Rensa, a priestess of Cuvanill that came to stay a season in the small village surrounding the Wheel and Flagon. Primarily there to teach two women how to be midwives, Rensa also took over teaching the young men to fight. She saw promise in Kenri, and spoke to him about the ideals that Cuvanill espoused. She was wise in the ways of war and she managed to provide some guidance to the youth. His parents approved of her teachings, much to Kenri’s relief, and much of the tension that had built up between them vanished over the next few months.

“Your son has a gift for the sword,” she told them one morning. “He’s strong, quick, and hardy; all good things to look for in a warrior. But he also has a brain, which is more than I can say for some.” She gave a quiet smile and continued. “He has a good heart. I can see this. I think you have no fear of him becoming a reaver or bandit. Kenri has the potential to go far beyond his militia-mates, to become a true force for good.”

Kenri’s parents agonized over the decision for a week or more, but finally, they let Rensa begin training him in advanced techniques. He left with her at the end of the summer and journeyed to Kalse, where he took service with a small band of warriors and priests that fought under Cuvanill’s banner. He served with them for four years, first as a green trainee, then as support and finally a swordsman, gaining experience and learning how to survive in the wide outer world. Now, at 19, he’s at loose ends. The company he served with was betrayed and decimated by a group of undead; only Kenri and two others survived. He’s decided to see if the situation in Dalze needs someone who will fight for something other than hard coin….

Description: Kenri is a very handsome 19-year-old, with sea-green eyes, medium-length blond hair caught in a short tail.
 

Omar bin Woken Human Bard

It was no small thing for young Omar. He had reveled in his parents' many tales all his young life. He knew them all by heart. And he retold them to his younger siblings. He even added a little of his own flair to the tales. So when the offer came to explore some of the world himself, he jumped at the opportunity with both feet forward. Little did he know just how naïve a lad he was?

His parents sent him to a distant school with a wise mentor, Hakim al Ulnae, first prophet of the whispering woodwind. A strict but kindly man was Omar's mentor. He taught Omar all the eager lad could handle. New languages, new prose, new instruments, the ways of court, the proper use of pipeweed, the price of tea in Shou Lung, and much much more.

Unfortunately, Hakim el Ulnae was not alone. He had a daughter. And all to soon Omar's mind and lessons wandered. What a flower. What a true and wondrous creature.

A Book of Verses underneath the Bough,
A Jug of Wine, A Loaf of Bread – and Thou
Beside me singing in the Wilderness
Oh, Wilderness were Paradise now

Ah Love! Could you and I with Him conspire
To grasp this sorry scheme of things entire
Would not we shatter to bits – and then
Re-mold it nearer to the Heart's Desire



Long were the days spent in the damsel Gulnare's company. And they spent the nights staring at the Constellation Lyra. The lyre was first invented by Mercury when he attached strings to an empty tortoise shell. Later he traded it to Apollo, who gave it to his son Orpheus. And Orpheus being mostly mortal eventually became the greatest of musicians and he past this knowledge to his heirs. And in no small part this was why the two lovers had met.

Only it was Omar's wish not to follow in Orpheus's fated footsteps. For though, Orpheus was known as a great hero and musician, his lost love was his greatest tale. He tempted fate and visited the underworld to retrieve her. And he would've succeeded if not for his ill timed rejoicing. He turned too soon and the Gods snatched her back. Never again would Orpheus see her while he lived. He wandered a lonely soul thereafter.

Omar took this tale and tucked it away. He would not let it happened to him. He would not…

But oh how fickle love and fate truly are.

Hakim was old when first Omar met him. And older still when Omar was finished with his lessons. And even older still when Omar approached his former mentor for the hand of his beloved, Guldare. Hakim required a final test to prove his worth.

"Observe, my son," said Hakim, "what I direct. Descend into this cave, and when you are at the bottom of those steps you will find a door which will lead you into a spacious vault, divided into three great halls, in each of which you will see four large brass cisterns placed on each side, full of gold and silver; but take care you do not meddle with them. Before you enter the first hall, be sure to tuck up your vest, wrap it about you, and then pass through the second into the third without stopping. Above all, have a care that you do not touch the walls; for if you do, you will die instantly. At the end of the third hall, you will find a door which opens into a garden planted with fine trees loaded with fruit; walk directly across the garden by a path which will lead you to five steps that
will bring you upon a terrace, where you will see a niche before you, and in that niche a lighted lamp. Take the lamp down, and extinguish it; when you have thrown away the wick, and poured out the liquor, put it in your vestband and bring it to me. Do not be afraid that the liquor will spoil your clothes, for it is not oil; and the lamp will be dry as soon as it is thrown out. If you should wish for any of the fruit of the garden, you may gather as much as you please."

After these words, Hakim drew a cloak around Omar's shoulders, telling him that it was a preservative against all evil, while he should observe what he had prescribed to him. After this instruction he said: "Go down boldly, child, and we shall both be rich all the rest of our days."

Omar descended into the cave. He followed all of Hakim's instructions to the letter. And when he reached the garden filled his pockets and clothes with the beautiful fruit as a reward.

"Pray, father, lend me your hand, to help me out." Omar called.

"Omar," Hakim answered, "pass me up the lamp. I am sure it is a
burden."

"Help me out of the cave," Omar called back. "The lamp is no trouble."

It was here that things got ugly. Hakim became very obstinate. He became enraged with Omar and flew into a passion. He threw a little of his magic and closed the mouth of the cave. This action plainly showed him to be neither Omar's friend nor future father-in-law. He was a man possessed with one singular desire, the lamp.

Omar plugged his ears and fled back into the cave. Several days later he escaped. Hakim and Guldare were gone. And Omar still had the lamp and the cloak. He returned to the place of his birth. Calimport. And to the household
of merchants he once called family. And like all true members of the Fellowship he was now ready for the cruel world.

His first mission. To recruit his siblings (tho not real blood relations) to his cause. The mute, Sargazzo, was the first.




Footnote: none of this is overly original. you will recognize parts of this story from Tales of a Thousand and One Nights, The Arabian Nights, Bullfinch's Mythology, The Rubaiyat of Omar Khayyam, and Constellations: Glimpses of infinity in fact, myth, and legend.
 

Quasqueton said:
What does it say when the character has more words in his backstory than he has experience points on his stat sheet?

Quasqueton

Well, given that a starting 1st level character has 0XP, I'd say it means that you have any backstory at all.

Interesting you should bring XP into the discussion. Part of my penchant for writing long backstories comes from the XP system we use. We have various "XP categories" that you can get credit for each session. Among them are things like "Character" (basically whether or not you roleplayed your charater's personality), "Goal" (whether any of your character's short and long term goals were met) and "Sacrifice" (whether your character gave up something of value to him or put himself at great risk for somebody else).

I find that the more in depth that I define my character AND the deeper the understanding the GM has of what my character is about, what is important to him and what he is trying to accomplish, the easier it is to gain XP. I'll also note that when you provide interesting plot hooks for the GM to grab onto and mold into his storylines, it tends to make everyone happier. I love it when players give me good info to weave into my stories so I tend to reciprocate when it is my turn to play.
 


Cthulhu's Librarian said:
I probably shouldn't encourage you, Diaglo, but this reference made me laugh out loud. :lol: I was just listening to the Wilburys this morning.


did you pick up any of the other lyrics/music references? ;)
 



Cthulhu's Librarian said:
Nope. Please enlighten me. Sorry to hijack alsih2o's thread...


well for background while i was coming up with the idea...i heard "that's my story"


so i went with a musical/lyric inspired story:

combo of Tiny Dancer and Your Song by Elton John.

seamstress for the band/ man who makes potions in a travelling show...


Gypsies, Tramps, and Thieves ;) by Cher Album: Half-Breed.

and That's My Story by Collin Raye, a title stolen from Thrill of it
all by Black Sabbath.

but mostly my character background is heavily borrowed from the Hero Builder's guidebook from WotC.
 

Rel said:
No, E-B, I think you should understand that I don't get to play (as opposed to GM) often enough and that, when I do, I tend to get very excited about my characters to the point of writing VERY long backstories. Djeta's are not much longer than most of yours. ;)

:) Actually, Djeta's were seriously edited due to her being at work and having to hide the fact that she's posting her various D&D characters histories on a message board instead of working on returns reports. ;)

:D
 

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