One of the common elements in DND back stories is the character's motivation. This could be revenge for a wrong done to them or their family. For example, a character's village was destroyed by a group of bandits, and now they seek vengeance. Another is a special item or heirloom. It could be a magical sword passed down through generations that holds a special power. Additionally, there are often encounters with supernatural beings in the back story. Maybe the character once met a fey in the forest and was given a task that has shaped their life.
One common element is a connection to nature from a young age. For example, a druid might have grown up in a rural area surrounded by forests or fields. Another is an encounter with a powerful or wise natural being, like an ancient tree spirit or a magical animal. Also, many druid back stories involve some sort of event that makes them more committed to protecting nature, such as seeing their homeland deforested by invaders.
A typical trait in DND orphan back stories is adaptability. Since they don't have the stability of a family home, they need to be able to adjust to different situations quickly. For instance, an orphan might have to move from one town to another, learning the customs and rules of each place. Resilience is also common. They face many hardships from a young age, like finding food and shelter, yet they keep going. And many orphans in DND back stories have a sense of mystery about their past. Maybe they have a hidden heritage or power that they are unaware of until later in their adventures.
Death of comrades is a common element. When a character loses their friends or party members in a battle or through some cruel plot, it can be extremely sad. For example, a fighter might see his best friend, a rogue, get killed by a backstabbing assassin.
Dark and spooky locations are common. For example, old castles, haunted forests, or abandoned asylums. Another element is the presence of undead creatures like zombies, skeletons, or ghosts. Curses also play a big role. A character might be cursed by an evil witch or a powerful artifact, which brings all sorts of misfortune and horror. And often, there's a sense of isolation, where the adventuring party is cut off from help or civilization.
Character's goals. It could be something like finding a lost treasure or avenging a family member.
A good DND back story should also have some sort of conflict in the past. It could be an internal conflict, like struggling with a dark secret, or an external conflict, such as being persecuted for their race or abilities. This conflict can drive the character's development throughout the game. For example, a half - elf who was always bullied for their heritage might strive to prove themselves in the world of humans and elves, which adds an interesting layer to their story.
Their alignment is an element. A lawful good character might have a back story where they were taught strict moral values by a priest. Their dreams and aspirations matter. Maybe they dream of becoming a great knight. And any secrets they hold. For instance, they might be secretly part of a long - lost royal bloodline.
There could be a great druid whose story began with a love for the sea. They grew up near the coast, always fascinated by the tides and the marine life. One day, a powerful storm hit and damaged the coastal ecosystem. The druid, who had already been studying some basic druidic principles, decided to fully embrace the path of the druid. They learned to communicate with sea creatures and manipulate water magic. Their back story is one of protecting the ocean and its inhabitants, and they are now a great druid respected for their work in marine conservation in the DND world.
One great druid back story could be that the druid was born in a forest that was constantly under threat from loggers. As a child, they witnessed the destruction of their beloved forest home. This led them to study druidic magic to protect nature. They learned from an old hermit druid who taught them the ways of the wild. Eventually, they became a great protector of the forest, using their powers to fend off any who would harm it.
Well, in a DND sad dungeon story, the setting itself is a big element. Dungeons are usually dark, damp, and full of secrets. There are often lost or doomed souls within. For instance, the bard whose lyre was broken. The actions of the adventurers can also lead to sadness. Like when the party left the goblin or when the rogues left their comrade. And then there are the mysteries that hold a sense of sorrow, such as the diary in the dungeon that told of past tragedies. All these work together to make the story sad.