This text serves as a reminder to the campaign's introduction. It gives some handles to design your backstory around.
Introduction
You have been hired by the
Windhelm Trading Company to join an expedition to a newly discovered island: Runaar. This expedition is led by
Captain Lennard Rye who has been sailing for the Trading Company for a few years now, along with his best friend
First Mate Mercer. The goal of the expedition is to uncover the island's resources, assessing the viability of establishing a colony on the island.
Along with your group of adventurers, a few others were hired as well such as
Story background
The
Windhelm Trading Company is a trading organisation from the
The Night's Watch, one of the main factions of the
Westfork. Although it was first entirely comprised of state officials, multiple benefactors have joined the organisation now, looking to gain profit as well.
Designing a Backstory
For the gamerule-related specifics see
A Dungeon's and Dragons guide to Mundus. Each character comes from somewhere in the world, and therefore this section provides some guidelines. Feel free to disregard these however in discussion with the DM.
Recruitment to the Crew
Think about why your character was hired for the trip. Does he/she possess a beneficial skill or knowledge regarding resources? Is he/she a renowned fighter? Does your character have a relation to
Captain Lennard Rye or the overseer of the mission Soren? Are you affiliated to the other crew members. Or perhaps something entirely different.
Hometown
From my perspective the best way to choose a hometown is to think of the kind of city/terrain you want your character to originate from, and then together decide on a hometown. Since you are recruited by the
Windhelm Trading Company affiliated to the
The Night's Watch mostly present in the
Westfork, it is the easiest to have some connection to their occupied territories. Or perhaps you are spy send by one of the other factions. Again use your imagination.
Class-related
Ordinary warrior-type classes and such are found widespread through Mundus, and thus designing these requires less effort. Religious-type characters are however affiliated to some deity, and thus require careful read of the
The Pantheon (or discussion with the DM what kind of aspects you're looking for, so I can help you pick). Similarly, warlocks require some background knowledge of the otherworldly forces at play, therefore discussion with me is preferable (though similarly, make up your mind on what kind of patron you are looking for and we can design it).
Magic classes come with the additional requirement to think of a reason they are not prosecuted, since magic is looked down upon by the ordinary folk. You can for instance be part of an organization or institute that protects you from prosecution. You could be the local healer of some hamlet, or perhaps you only practice magic in secret.
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