Many standard backgrounds will not fit the dark age small town setting of Corkirk. As such here are some alternative backgrounds that are available. These do not include ideals/flaws/bonds tables but if you are in need of inspiration glance through the options for the official backgrounds in the PHB

Mother Gram's Weeder

For whatever reason, be it coming from a large family or growing up next door, you found yourself often helping Mother Gram when the old woman needed a hand. You helped her water and weed her garden of herbs; lift heavy bags of dried herbs, and deliver packets of herbal remedies to sick villagers. During all these efforts Mother Gram shared with you her insights and told stories. Her stories always came with a deep moral but you still found them enthralling. Despite her stern and gruff deminer, you consider her something of an adoptive grandmother and she seems to reciprocate.

Skill Proficiencies: Insight, Religion
Languages: Two o f your choice
Equipment: A holy symbol (a gift to you after you had spoken at length about what diety you favored with Mother Gram), a book of common herbs, 5 sticks o f incense, vestments, a set of common
clothes, and a belt pouch containing 15 gp.

Feature: Favored of the Mother

Because of your help through the years, Mother Gram is willing to help you now. You and your companions can call upon her aid and expertise for free healing if you require it. 


Practical Joker

Village life can be boring so you're here to lighten it up. You've grown up always ready to find new ways to trick people into giving you a good laugh. Fortunately your pranks are mostly harmless so you haven't earned to much animosity from your neighbors. Still people are slow to trust you, especially if you come baring gifts or ideas. 

Skill Proficiencies: Deception, Sleight o f Hand
Tool Proficiencies: Disguise kit, forgery kit
Equipment: A set o f fine clothes, a disguise kit, a set o f weighted dice or a deck of marked cards, and a belt pouch containing 15 gp

Feature: Copy Cat

In recent years people seem no longer to trust you. In order to get your jokes off you've learned how to convince others that you are someone else. You can mimic the voices of anyone in the village. Also you can forge documents in other villagers' handwriting. 


Farming Stock

You grew up on one of Corkirk's outlying farms. The work was backbreaking some days but it has made you and your family stronger. You know your village depends on you and you won't let them down. Your parents taught you dedication to a task is paramount no matter what it is. Even now that you are grown they are there when you need them with a helpful word or, if necessary, a stern rebuke. Unfortunately, you may never be truly an adult in their eyes.

Skill Proficiencies: Animal Handling, Athletics
Tool Proficiencies: One type of artisan’s tools,
vehicles (land)
Equipment: A set of artisan’s tools (one of your choice),
a shovel, an iron pot, a set of common clothes, and a
belt pouch containing 10 gp.

Feature: One of the Family

You're family loves and defines you. Whenever you're in Corkirk you are known first by your family's reputation instead of your own. And, whenever you need it your family is happy to have you home again. They will house and support you and your party members without cost. However, if you stay more than a day (and you are healthy and capable) you can expect to be asked to help out on the farm with chores or special projects. 


Market Day Hawker

Market Day in Corkirk seems to many a little holiday. Foods and crafts produced by the community are on display as friends and antagonists haggle for what they need from each other. You grew up tending a market stall each time the village turned out. Quickly you learned how to judge people and what they wanted and how willing they are to be separated from their coin to get it. Between Market Days you worked on crafting stock for you to sell to your fellows, learning what to make and how to make it so that it all sells. 

Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: One type of artisan’s tools
Languages: One of your choice
Equipment: A set of artisan’s tools (one of your choice),
a set of traveler’s clothes, and a belt pouch containing 15 gp.

Feature: I've Got Just What You're Looking For

From years of bartering you are good at telling what people want. Whenever you encounter another humanoid in a non-combat situation and spend 3 rounds conversing you can get a sense of what that person wants most. You know Chad the baker is interested in constantly having new clothes to show off when he takes off his apron; that Bill the farmer secretly collects all the love poetry he can find; and that goodwomen Florence will buy nearly anything if you have a piece of juicy gossip to go with it. 


Sickly Child

For whatever reason growing up you were not a healthy child. For days or weeks you found yourself down with the flu or with horrid migraines. Prehaps this persists into adulthood and you've yourself still getting a cough more often then most; or maybe adversity has indeed made your body stronger able to now shrug off most anything. Either way, growing up you spent much time abed. Moreover your family could hardly take care of you all the time you found yourself sent between friends and relatives to take care of you while your family worked. Unable to play the games of most children instead you learned many things from the many people you visited. Grandmother would love to tell you history framed as some old exciting tales; Aunt Clara would go on and on about the gods and how best to serve them; and while exploring in Drunk Edmon's cellar after he had pasted out you found a small collection of books on magical theory.

Skill Proficiencies: Arcana, History
Languages: Two o f your choice
Equipment: A bottle of black ink, a quill, a small knife,
a set of common clothes, and a belt pouch containing 10 gp

Feature: Know-it-all

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom (or at least who's library) in the village you can obtain it. For secrets or very obscure knowledge your DM might rule that the knowledge you seek is unavailable in the village.


Rat Catcher

You were something of a wild child growing up. You didn't have the discipline for work on the farm or in the crafts of the village. So, instead you were put to work in the best way anyone knew how: rat catching. Vermin of the village fear you more then Old Mr. Whiskers and they should. You know how to find their hiding places, how to lure them out into a trap, or how to sneak up on them for the kill. And, if your hunt leads you into the storerooms of the most prosperous villagers… when whose to say the rats didn't take a bit more than you originally thought. 

Skill Proficiencies: Sleight o f Hand, Stealth
Tool Proficiencies: Disguise kit, thieves’ tools
Equipment: A small knife, a mouse trap, the preserved tail of the first rat you caught, a set of common clothes, and a belt pouch containing 10 gp

Feature: Rat-like Instincts

Hunting vermin for so long has given you the same sense of how to get out of tricky situations. When underground and out of combat you instinctively know which direction to go to get back to the surface. Of course nothing says that path is the safest route back. 


Tree Climber

You loved to explore the forest around you and climb the biggest tree you could. Among the branches of those trees you found avian friends who you envied for their ability to climb into the sky but who you found judged you much less then the villagers you grew up with. You found you did not like learning the trade of your family so you ran away countless times from home, in later years for even days at time, spending time in the forest. The villagers may find you strange but you are more comfortable listening to a cacophony of bird song watching their strange dance from high up and afar, then the dissonant roar of a Market Day crowd anyway.

Skill Proficiencies: Perception, Survival
Tool Proficiencies: One type of artisan’s tools, Herbalism Kit
Equipment: A set of artisan’s tools (one of your choice),
Herbalism kit, a set of common clothes, and a
belt pouch containing 10 gp

Feature: Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout o f terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.


Corkirk: Demons of the Mist Dove_de_Domo_Phoenix