Simple Backgrounds for Beginners

Creating a character's background, something that usually comes without any trouble at all to an experienced roleplayer is often an impossible obstacle for a beginner. A life story for my character? Why is that? I have no idea what to do, perhaps they will be impressed if I tell them I know very important people, ha!
This is where I come in, with this list of pivotal events that could have shaped your characters into what they are today. How to use them? Simply pick one of the options and fill in the details as you see fit. In time, as you find new friends, you may ask them to create alts that will serve as the people involved in your backstory for fun events!
Some backgrounds, like "Nemesis" or "Lost Love", create an enemy for your character. They are a bit more advanced than the rest because they require the involvement of an another player. You can portray the enemy as always lurking in the shadows or, my tip for you is to wait with these backgrounds until you have gotten acquainted with the community. Then, you can ask other RPers whether they'd like their characters to take part as your character's enemy. Don't be shy about it! Most RPers like a new challenge!
==Acolyte Vows==
You are seeking a position in the Church of the Holy Light or another religious order. This may be a honour you've waited your entire life to undertake or a curse forced upon you by familial or social obligations. Regardless, you are held to all key tenets, values and disciplines of the faith and are observed by your superiors who will judge your progress.
Consider the complexity and severity of the vows as well as the power and influence of the people observing you.
==Allied adversary==
A fellow member of your organisation doesn't like you. Maybe he thinks you don't believe in the cause fervently enough or suspects you're a Mole. Maybe you're just a paladin and he's a warlock. Whatever the reason, a long-distance rivalry has sprung up between the two of you. You try to discredit and belittle each other whenever you can - sniping at arguments, ridiculing plans, trying to upstage each other at every opportunity. You're not strictly enemies - you won't attack each other outright, you're in the same group after all. But there are days when you think it might be easier to just settle it with swords at dawn...
==Amnesia==
You aren't quite sure who you are or why you happen to be here, but you are pretty sure that somebody does. After all, they wouldn't be trying to kill you if they didn't, right? Amnesia doesn't limit any of your abilities, but it does prevent you from remembering anything from your past. All the people you left behind are still out there, waiting for you to return... someday.
Consider the dangers that linger in that smoky past of yours, waiting for you to let your guard down so they can put a bullet through that cloudy brain of yours.
==Animal Animosity==
At some point, you did something to anger a very important member of one animal species. Now every member of this species is hostile to you. If you're a Shaman or Druid, under no circumstances may you ever shapeshift into that form again. If you're a Hunter, you may never have a pet of that species.
Consider the threat posed by the species and the frequency of attack.
==Artisan==
You've been apprenticed to a promising artisan and worked hard throughout your childhood to develop the skills necessary to master the craft and make a good living. You've spent years in the shop working alongside your master assisting, practicing and slowly gaining expertise until you truly appreciate the artistry in every facet of the job.
Consider what your character's trade is and how good they are at it.
==Ascetic==
You've spent your youth sequestered in a convent, monastery, library or school where you gave yourself to study, contemplation and reflection. Through meditation, academic study or prayer, you honed your passion and will. Through discipline and perserverance you constantly strive to unlock more potential, whether it is hidden in ancient texts or religious scriptures or revealed through constant meditative practice.
Consider your ascetic lifestyle and how much it requires of you.
==Assassin==
You've been a nuisance and an assassin has been dispatched to kill you. It's nothing personal – you simply are a threat to someone and must be eliminated.
Consider how skilled the assassin is and whether or not another will be hired if the first one fails.
==Betrothed==
Your parents have arranged for you to marry. You probably don't know this person well and might not have even met him or her. The marriage represents a political alliance or a payment of goods, nothing more. While you are not expected to love your betrothed (and can pursue other romances if you like), you must follow the tenets of marriage and fulfil your expected duties to the best of your ability.
Consider how convenient the marriage is, whether or not it comes when you're ready and how personable your future spouse is.
==Clan origin==
You were born into a clan structure and raised by the members of your extended family, all of whom participated in your upbringing in some way. Your mother taught you how to cook, your father how to hunt and fish. Your grandfather showed you how to treat hide and make weapons and your grandmother told you stories of ages gone by. Everyone had a place at home and everyone experienced joy and sorrow together.
Consider whether and how you were separated from your clan and whether they still wait for your return.
==Contentious Theory==
You have seen a deep secret within the puzzle of the universe, a hint of things for which mortals have not yet found the words. You gathered your thoughts, researched your insight and put words on paper to describe this powerful vision of the truth. Then you published. And obviously, other souls weren't ready for the Truth yet. They mocked your efforts, scorned your sources and debated semantics until no one could hope to understand what you had discovered. But you'll show them. YOU'LL SHOW THEM ALL!
Consider how widely distributed your work and how bitter the opposition is. It's up to you to decide whether your character's theory was true in the first place. Staunchly defending a false or poorly conceived position has as many dramatic opportunities as championing a new truth.
==Crisis of Faith==
You used to be faithfully religious, but something you have seen and endured has shaken your beliefs. Currently, you have yet to decide whether you will abandon your beliefs or return to your flock.
Consider how important religion used to be to your character and how conflicted he currently is.
==Cursed==
It could be something as simple as the inability to sustain serious relationships or something as complex as being doomed to live forever until you fall in love. You may know every detail of the curse, or just that the same weird thing happens to you over and over again. You may believe than curse and think his fate unavoidable, or strive each time to prevent the inevitable from happening. Regardless, your curse is real, tangible and inescapable (for now, anyway).
Wizards and demons are a common origin of curses on Azeroth, but there are a slew of other options, from angry mistresses to vengeful spirits to even one-eyed vagrants.
With every curse, three things must be considered: First and second: what causes the effect (the trigger of the effect) and what exactly the effect is. The third is what can be done to end the curse – its penance. Curses are almost always specific and tailored as mentioned above.
Here's a few sample curses:
*Simple social hindrances (“You'll never be entirely happy in love”, “You will always be second-best at everything”).
*Forecasts of events (“You will betray the one you love the most”).
*Life-threatening or extremely severe (“Everyone you touch will die a violent death”).
==Dead to the World==
For one reason or another, you have faked your own death. You are forbidden ever to have anything to do with your old life. Breaking that rule would mean death for you and those you made aware of your continued survival.
Consider how emotionally attached were you to the people in your old life and how hard it is for you to continue to let them believe you're dead. Keep in mind this Background applies only to thoce characters who have left loved ones behind.
==Debt==
Being poor isn't good enough? How about indebting yourself to someone with lots of power and very little patience? The Debt puts you in liability with someone who'd have just as much fun breaking your arms as collecting his money.
Consider how much money you owe, the power of the person (or persons) you're indebted to and how diligent he is about collecting what's his.
==Defeated==
At some point in your past you were defeated. You were defeated decisively and ignominiously and you have lived with the shame ever since. Now you long to excel beyond that haunting memory, honing your skill and hoping you will prevail the next time. Of course, this might put you into dangerous situations in which you must also fight history and your inner demons.
Consider the level of the ongoing challenge and your need to see it outlived.
==Dependent==
One of your relatives or a lover had the light in their eyes snuffed out. Something so terrible happened to them that they retreated completely inside their mind, leaving a blank stare and a shuffling body behind. You are responsible for their care and well-being. Such people are unpredictable – sometimes they will wander off looking for something only they can see or stand near a priceless painting and idly pick flakes off it. Still, you hope you'll be able to restore their mind someday. Until then, or until you've given up on them, you've got to keep them alive.
Consider how attached you were to that person and how deeply they've retreated into themselves.
==Drifter==
Home? What's that? You spent your entire life on the road, moving from town to town. You get by taking odd jobs, some less savoury than others, performing for a night's bed and food or stealing. When things go bad, it's time for you to move on to the next place. Survival has always been your first priority and you're very good at it.
==Exiled==
There was this place you used to call home. But something happened and you were forbidden to return there, on pain of death. If you're ever caught in that nation's lands by someone who recognises and doesn't doesn't like you – you're in trouble.
Consider how well-know the character's offence is and how hard it will be to get the sentence lifted.
==Farmhand==
You were born and raised on a farm, where you developed a keen understanding of the land and a strong wotk ethic. You're accustomed to getting up at dawn and going to sleep by dusk and you can track the weather by sight and smell. Some might consider you a simpleton, but those who have that attitude know nothing about working with the land or understand what is necessary to coax it to bear fruit.
==Fear==
Deep down where you live and breathe, you are terrified of something – the dark, open spaces, people, magic. Whatever the cause is, the result is always the same – you either become paralysed and unable to act or panic and try to run away as fast as possible.
==Guttersnipe==
You were born into poverty and grew up on the streets. Those with roofs over their heads and doors to close against the night called you a worthless, no-good street urchin. They didn't understand the kind of skills you had to possess to find food, shelter and drinkable water.
==Heir==
You are next in line to inherit an artefact that's a family heirloom. It could be a superior breastplate, a magic weapon or even a powerful totem. Whatever it is, it's part of your birthright but you've got to wait until the relative who currently has it either dies or passes it on to you.
==Heretical relation==
Someone in your family is involved in things you consider heretical, even treasonous. It could be something as simple as having a high elf cousin in Dalaran to something dramatic such as being related to a notorious demon worshipper or a known traitor of your faction. This relative can be living or dead, but it will affect how others see you and how much attention the officials will devote to you.
==Hunted==
Someone wants you. No, not your wealth or influence or anything like that. They want you. Maybe you're an outlaw on the run or perhaps you skipped out on an extravagant wedding your parents had arranged for you. You're running from something which wouldn't be so bad... if only they weren't so damn obsessed about finding you and bringing you back.
Consider how diligently they are hunting you and how much resources they are willing to put forward to that cause.
==Hunting==
You've lost something. Something important. Perhaps it's a magical artefact, passed down through generations that you've let slip through your hands. Maybe it's a bride who skipped out on your wedding. Maybe it's a man whom you've sworn to hunt to the end of the world.
Consider how important it is for you to reach your objective or just how dangerous (or determined) the person or thing you're hunting may be.
==Infamous teacher==
The person who taught you was not particularly popular in professional circles, probably because of some not-particularly-legal things they did on the side. Every so often, their past deeds cause new trouble for their students. Perhaps you are suspected of abetting their crimes. Maybe the authorities just want to ask you a few questions. On the other hand, some of their criminal acquaintances might decide to use you as a hostage for bargaining with them. In any case, your life becomes more complicated because of your teacher.
==Invention==
A few years ago, people who invented marvellous or useful things were praised and rewarded for it. These days, every new invention is twisted in its purpose until it can serve only war and killing. You have created such an invention and are now living with the consequences of it. Should you make your masterpiece available to the public and risk countless lives? Or keep it hidden despite the good it will bring about?
Consider how important the invention could be to society and how much the armies would desire it for themselves.
==Loan==
You've made a loan to someone and they have not only defaulted, they have disappeared with the money! You need to get it back, with interest.
Consider how much you lent and how dangerous it will be to get it back.
==Lost Love==
She used to be the light of your life... Now she's with your nemesis, wearing his ring on her left hand! He used to be the one you'd walk through the Abyss for... And now he's with her, that plotting and scheming shrew!
Lost Love is a dangerous Background for it strikes at the very heart of your character. He/She was once in love – and perhaps even thought it was true – and now it's gone. But that's not the worst of it. Your lone true love is now with your enemy, a situation that would be easy to rectify if you weren't still in love with him or her.
Consider how influential your new enemy is and how much of that influence is he willing to to devote to your ruin.
==Lost Relative==
Years ago, one of your close relatives disappeared or was kidnapped. Up till then you had a very close relationship with them and the event was so traumatic that you dedicated your life to finding them once again. Consider how hard it will be to find your lost relative and how strongly they will react (positively or negatively) when you finally succeed.
==Mistaken Identity==
No matter how many times you tell them, they just don't listen. They're convinced you're the man they want and you don't know how to convince them they're wrong. They think you know things you don't Or maybe they want something and won't tell you what it is. Maybe they'll only be convinced once they've tortured you to death.
==Mole==
You belong to some organisation but in fact spy on it for someone else. You like your position and respect (for the most part) the people you work with, but in the end your loyalty to your true employer means more. If called upon, you would immediately betray them all to your true patron. On the other hand, if they discover your loyalties, you may end up on the hangman's noose.
==Moment of Awe==
Once you saw something so beautiful, so moving, that you've spent your entire life trying to go back and see it again. Perhaps you gazed into the Sunwell, perhaps it was a beautiful woman on an uncharted island or a dark and handsome stranger who breezed through your life one evening. Maybe it was a golden city sparkling in the distance or corpses littering the landscape to the very horizon after a glorious battle. Whatever it was, the everyday has held less allure for you ever since. Consider how hard it will be to recreate the moment and how much an impact (positive or negative) it will have on your character once you finally succeed.
==Nemesis==
There's someone out there with a little list. And he's got a name on top that little list. And that name is yours. You've crossed someone and he's made a point of thwarting you and meddling in your affairs ever since. Killing you isn't his objective; he only wants your life to become a lamentable mess. Of course, maintaining his life takes precedence over screwing with yours but whenever he has an opportunity, he'll make sure you're squirming at the end of a hook. Consider how often your enemy shows his hand and how much power he's willing to devote to your discomfort.
==Noble scion==
You were born with a silver spoon in your mouth and know little about the life of a commoner. For all your interests, you had the best instructors. Servants and soldiers jumped to your bidding and ensure your safety. The only authority you had to answer to were your parents, who left your education to trusted servants.
==Obligation==
You owe someone something. Perhaps he saved your life or helped you out in the past. Now you must repay the favour. Or maybe you blurted out devotion to his cause in a moment of drunken weakness. Regardless, you must fulfil your Obligation to him lest he becomes your Nemesis. Consider how difficult it will be to fulfil and how powerful or influential the person trying to collect is.
==Orphaned==
You were separated from your family, possibly during the Third War. You don't know where are they now or even if they are still alive, but their faces are still in your dreams and you'll never be happy until you find out what happened to them. Consider how difficult it will be to find your family and how scattered they've become.
==Pressed into Service==
You're in the army now, boy! You now own a spiffy uniform and a shining new weapon (courtesy of His Majesty the Warchief's quartermasters) and you'll soon be shipped away to the front line of a war in a place you never saw and couldn't care less under normal circumstances. You can't wait till you can desert... Consider how difficult it will be to escape or mutiny and how dangerous the attempt will be.
==Ridiculed==
When you first went to court, one of the wits there made you his “special project” and humiliated you in front of everyone. Now, every time you appear, he makes sure you are the butt of his every joke. Consider how witty and powerful your tormentor is.
==Rivalry==
He isn't your enemy. In fact, he could be your best friend. Whoever he is, he's in direct competition for something that's very important to you. He could be a rival suitor for your true love's hand, he could be competing with you for that position in the Kor'kron or he could just be a fellow duellist who's just a touch better than you. He doesn't have to be your enemy, but how long can your rivalry stay friendly?
==Romance==
After months of flirting, poetry and moonlit walks through the park, you've won the affections of a beautiful maiden or a handsome young man. Or so you think. It takes a great deal of effort to keep the fires burning. If you neglect the hearth even short while, it may die out. And neglecting your lover may cost you this background and win you another...
A Romance is more than just wooing pretty maidens and handsome warriors. It also involves protecting your love from scheming rivals, defending her honour and coming to her aid when her skills aren't enough to get her out of trouble.
Consider how often your lover needs your help, how demanding he or she is and how many rivals you have for your love's affections.
==Soldier==
From your earliest age you can remember, you were serving in the army. You drilled to march, you drilled to fight, you even drilled to bathe and eat. Every waking moment was spent learning how to fight, maintain weapons and armour, take care of steeds and a hundred other tasks that must be done for an army to function. Now, discipline and practicality are pretty much in your blood.
==Traitor==
You've had a moment of weakness. It could happen to anyone, right? The money was just too tempting. Of course, now they've got their hooks on you and if anyone ever finds out, you're a dead man. Consider the power of the people you've betrayed and how likely you are to be blackmailed by the people you helped.
==Treasure Map==
It doesn't matter where you got it – perhaps you bought it from an old fortune teller or perhaps it was handed down to you from your father – but it definitely leads to something. Several characters could all take this Background and have several pieces of the same map, no matter whether they work together or are enemies. Consider how dangerous the map will be to follow and how big a reward awaits you at the end.
==True Identity==
Whether you know it or not, you're someone else. You have left your true identity behind for the image you have created as the character. Who you were and why you left can be anything – you might be the son of a murdered noble, now hiding among the priesthood, or you might have been a scholar who devised something that earned you the scorn of your fellows or that you simply think to be too dangerous to ever see daylight. You can never return to your former life – you have become the mask, so to say – and you must always strive to keep your true identity a secret from everyone. Good luck. Consider how important your former life was, if anyone seeks that person and if so, how powerful they are.
==Unsanctioned skills==
While you learned your class skills properly, you did not do so in the normal fashion. Perhaps a friend took pity on you or your mother taught you independently. In any case, the organisation you should belong to takes a dim view of students who learn their secrets without permission and supervision.
==Vendetta==
Don't call it revenge! Revenge is for suckers. Don't call it justice because justice is too forgiving. This is something altogether different. You owe someone big time and killing isn't enough. Killing him is merciful compared to what you have in mind. You're going to hurt him and hurt him and hurt him. And when you're done, the Burning Legion will wait for you with open arms. Consider the power and influence of your target and how aware he is that you're coming after him... and how prepared.
==Vow==
A man's word is his honour and his honour is his life. At least that's what they taught you. You believe in keeping your word and you've made a promise to someone (perhaps even yourself) that you will not break, even if it costs your life.
Consider how difficult the vow is to keep and the magnitude of the obstacles deterring you.
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Category:Guides