Not related to any ip of a similar name.
You are (Name), a young (Race, see spoiler) (gender) in the lands of Arenor. Here you live in the small village of Bern and all 13 of your years you have heard of how the monsters of the land are unfeeling constructions of Markon that seek the end of that is good and they must be kill on sight. With this in mind you, on the way to get water from the river, came across a injure (monster, see spoiler) and you prepare to use what little training you had in (class, see spoiler) to finish it off, but a single eye/whatever a slime would use turns to you causes you to turn away your training weapon at the last moment. Cursing your bleeding heart, you carry the beast to a nearby(location, see spoiler). Nursing it back to health, you fully expect it to be gone back into the wild, but there it is, waiting for you at the (location).
Just a idea I had. To walk on bones seem to of gone nowhere, but I still got the notes for that game if the bay nerco it. As a helping hand, you post should look like...
(Name)
(Race)(will also affect starting area)
(Gender)
(monster)
(Class)
(location)
Human: A race that seem to get along with everyone, but themselves for some reason. They are mostly hairless beings that favour their towns in plains.
Elf: A race close to nature. They are tall, slender folks that favour woodlands.
Dwarf: A race that can move mountains. Short and hairy, they tend to live in or near mountains.
Lizardkin: A tenacity race. Similar to humans, but scaly and live in swamps.
wolfmen: A race that good at skilled movements. Resembling upright wolfs and build towns in colder places.
Note: this is what you would know of the monster and may be wrong.
Slime: An acidic green blob thing that can be between the size of a three month baby to a 6 foot human. They can mimic the form of nearby being, but their colour mean this is of little uses and seem to be more a subconscious reaction.
Dire rat: A red eyed black rat the size of a small dog. More a pest then an actual threat, but their teeth can still gnaw out your throat so a smart adventurer should still be careful.
Giant spider: A brown eight legged being that about the size of a cow. Make webs and can poison.
Fairy: A child-sized humanoid with wings that tend to wear simple clothes. Capable of magic, but rarely anything grand.
Fighter:You been trained in the simple arts of combat or in layman terms, hitting things with sticks. You can grow toward a knight: master of combat, an arcane swordman: might and magic, or a bard: the people's champion.
Mage:You know the basics of magic and that it at the moment. You can grow toward a sorcerer: a force of magic, an arcane swordman: might and magic, or a shadowblade: let magic hide you.
Ranger:You know how to sneak up on wildlife. You can grow toward a thief: shiny, a bard: the people's champion or a shadowblade: let magic hide you.
Ruins: A broken castle of the warlord Berwick, the foreboding aura of the place keep the odd wanderer out, but draws adventurers like a candle. The possible treasures may have something to do with that. On the bright side, it a castle.
Sewer: Some underground passages of a bygone age, it been pick clean and the out of the way-ness of the place mean it the least likely to have unwanted visitors and it not hard to hide or defend in this place.
Farm: A huge unattended farm, it has lots of things laying around and the fields are rich even without a (race)'s touch. It not near a main route, but it seeable from one, not to mention it wasn't build with defending in mind.