Feel free to use these headlines when writing the backstory of your character. Feel free to ask the DM questions as you write. Aim for half a page to a couple of pages. Let the DM know how much you are comfortable with having details added or modified by the DM after sending it in.

Current Goals and Motivations

The DM will lay special emphasis on your characters goals. You can even decide on your goals in the world of Zarthuga first, then build the character concept around “what kind of character would have this sort of goal?” Or you can start with the character concept :)

Specific and measurable

Goals should be measurable and specific. You can start with something less specific, but then make it measurable. For example you could start with one of these:

  • Become a famous bard
  • Save the world from ghosts
  • Become a god
These can be made more specific and measurable like this:
  • Hear someone else, randomly in public, sing one of my self-composed songs, of one of my own adventures.
  • Have souls leave the material plane upon future deaths (see Trapped souls on the material plane)
  • Ascend to demi-godhood by having enough followers for it to occur naturally

Short-term goals

Short term goals will change often, they should resolve themselves within a couple of days or weeks. They might relate to an immediate problem, or build towards a mid-term goal.

Expect your immediate, short-term goals to change depending on the circumstances, adventures and locations you find yourself in.

Some examples of short term goals:

  • Rescue the Smith’s Daughter
  • Seduce the Barmaid
  • Protect the city against the ongoing attack Communicating when your characters short-term goals change, is helpful to the DM.

Mid-term goals

Mid-term goals, are stepping stones towards the characters long-term goals, but are more possible within a sensible time frame. They might relate to the characters backstory and life goals in bigger ways.

Some examples:

  • Restore this settlement to its former glory
  • Bring the local warlord to his knees
  • Retrieve a lost item from the characters backstory

Noting 2-3 mid-term goals for your character will help you develop your character, and give you more options when choosing between roads ahead.

Long-term goals

Things bordering on impossible for a character just starting out, but something that should be possible at some point. Should still be measurable, but the time frame does not have to be knowable.

  • Ascend to demi-godhood
  • Establish a new city for my people
  • Drive the attackers out of my homeland

A reason for joining the Guard

The campaign starts a a couple of days after you have travelled to Prinberg to start working in Guild of the Guard under the command of Captain - Busgar Elthorp. You might have grown up in Prinberg, or travelled here by Permanent Teleportation Circle. Please include a reason for joining the Guard in your immediate past. Has a mentor, or a member of a faction you have belonged to, written a letter of recommendation that you used to secure the job in the Guard?

A region / city-state of origin

You are from somewhere in Zarthuga. Take a look at the World Map, or talk to the DM about where your character might be from.

The developments from origin to joining the Guard

Explain how your character travelled from your origin, acquired your skills, and ended up in the Guard. Include what you can from the world, and focus especially on your:

Relationships

Name characters in your past, that you have interacted with. Feel free to include details about where you met them, what faction they might belong to: Factions - list.

Antagonists

Antagonists might have caused you trauma, they might still be a danger to you.

Mentors

How did you acquire your skills? Who trained you? Do you still have contact? Who have you got that would write you a letter of recommendation for the position in the Prinberg Guard?

Companions

Companions, who accompanied you in your development? Who are your peers?

Patrons

Patrons may have invested in your progress, or hired you to do jobs in the past. These likely belong to a faction:

Factions

What other factions have you interacted with in your past? See the Factions - list, or talk to the DM to come up with your own.

Family

Whats one the note in your Soul Jar? Its customary for all grown-ups to carry a single, spare, empty soul jar, when travelling away from their home. This is to house their soul in case of their own death. In the soul jar, it is customary to have a note on what to do with your soul once you die. Most have their souls returned to a family-member, with some notes on what to do with your soul. Like a testament. It is considered quite a private thing, until actual death, and is akin to reading someones diary perhaps.

Flaws

Your character should have one or more flaws. The best character flaws allow for more interaction and teamwork. Flaws that provide opportunity for overcoming and creating character depth are great too. Consider how a flaw may affect the group dynamic. Avoid flaws that incentivize selfish or individualistic decision making.

What trauma in the characters past might shape how they interact with others, what are their fears?

Examples:

  • Rebellious - Your character has a hard time accepting orders, unless he finds them to be a good idea himself
  • Messy - Your character is unaware of the mess he makes, his friends still love him for his other better qualities, but they wished he smelled nicer.
  • Superstitious - Your dwarf may be from a tribe that never crosses running water. Or maybe your human must throw salt over his shoulder every time someone swears. Pick a set of weird things your character believes and actions they feel compelled to take.

Here is some inspiration: https://dungeongoblin.com/blog/20-characters-flaws-to-try-on-your-next-dnd-character