No man is an island, though, or so the old saying goes. Every character has someone who raised them to adulthood (whether it was a parent or not), everyone has had friends (or at least casual acquaintances), and most folks had a mentor or teacher of some kind to help them master their particular skill sets. Whether your relationships with these other character are good, bad, or complicated is up to you, but those characters should exist in some capacity.
There is another aspect of who a character is that we often overlook, as well... what groups or organizations they belong to.
Knights of Columbus, perhaps? |
Born, Sworn, and Otherwise
One of the most basic ways that a character ends up becoming a member of a particular group is that they're born into it. If your parents are nobles, then you're a noble as well... whether you like it or not. If you're part of a hill clan of barbarians, or the child of an infamous bloodline, then you have a birthright that sticks with you. Maybe you embrace it, maybe you run from it, but it's there and should contribute to your character's history.
Valgard, what's this symbol on your ring mean? |
There are also organizations you find yourself part of that you didn't choose to join, but which you weren't exactly born into. A good example is if your character was taken for mandatory training when they were young. Whether it was like the Spartan agoge, or simply a requirement that all children who show magical talent be trained in its proper use in your home nation, that organization was a huge part of their early life, and likely shaped them in important ways. Alternatively, if your character was taken in off the streets by a gang, or shanghaied onto a pirate ship that acted like a surrogate family, then that will also give you some experiences and allegiances you didn't exactly choose, but found yourself stuck with.
Sworn allegiances, on the other hand, are any groups that you voluntarily chose to join (though in some cases you may have been pressured due to circumstances). Whether you served with a particular military unit, fought beneath a mercenary company's banner, you were a graduate of an arcane college or tradition, or you were a member of a particular religious sect or esoteric order, all of these can play into who you are, how you act, what your goals are, and most importantly what your place in the world is.
If you're looking for inspiration for some groups you could work into your character's history, you might want to check out:
- A Baker's Dozen of Noble Families: From the swamp-dwelling clan fam of the Dredgers, to the deep pockets of High Hall, these 13 noble families are fleshed out enough that you can easily make your character a member.
- 100 Nobles to Encounter: For those looking for siblings, cousins, parents, grandparents, aunts, uncles, and rivals, there are all kinds of nobles in this one. Some of them even go outside traditional aristocracy, such as elven High Boughs, or orcish war dukes.
- 100 Random Mercenary Companies: From the warrior wizards in the Acolytes of Arannis, to the black-clad battalions of the Harbingers of Sorrow, each of these companies offers unique ties for those who signed up for a tour of service.
- 100 Random Bandits to Meet: Filled with gangs, brigands, thugs, and blackguards, this collection is ideal for those who lived that bloody life. Maybe you're still in it, maybe you're trying to get out, but either way there's plenty to work with here.
- 100 Pirates to Encounter: The same as bandits, but on the high seas! With dozens of captains, ships, and odd crew members from the Skull Island Coven, to the galley known as the Floating Forest, this will certainly help spice up your back story.
The important thing to remember is you don't have to have just one of these allegiances throughout your character's history, either. You may have been born a noble, and trained as a knight, only to be on the losing side of a war. Stripped of lands and title, you joined a mercenary unit where you flew your old banner and family colors, defiantly refusing to admit that the past was truly dead. Perhaps you lost your parents early in life, and were adopted by a gang of street thieves. You picked up some skills here and there, but when your talents for magic manifested you used them as your ticket out of that life. While you might be a respected scholar of the arcane now, that tattoo on the inside of your wrist reminds you that once a Red Brand, always a Red Brand... and some of the cutthroats you once called friends haven't forgotten the promises you made to each other more than half a lifetime ago.
The Good, The Bad, and The Ugly
Organizations can say a lot about characters, and often enhance (or deplete) their social currency. If you wear the armor of a Genarian Templar, people may overlook your ill manners and poor hygiene. Even if you left the brig behind years ago, and you've totally reformed, those who see the brand of piracy on your arm beneath the blag flag tattoo of the Blood Tide may fight shy of you. Whether you're up-front about which organizations you belong to (or used to belong to, in case you're trying to keep it on the down low), think about why and how you made those allegiances in the first place.
The results might surprise you!
That's all for this week's Fluff post. If you've used this strategy in your games, leave a comment below and let us know how it went for you!
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