Again, my theory on this is that for this type of game going into too much detail is only annoying to the player. We're not making final fantasy, we're making a "simple" rpg... we don't need a huge background for all the characters. So here goes:
Protagonist - Kicked out of [insert class here] guild (reason is unimportant), takes up mission of finding bad dude to redeem himself. Â
Antagonist - Former court alchemist, did some bad stuff in the name of science and got exiled.
Setting - Antagonist is hiding out somewhere in swampy place. Swampy place is full of caves and abandoned castles and forts, one of which is the alchemist's hideout.
Situation - Find clues (maps, hints from NPCs, scrolls, ect) to find bad guy. The clues can be found in any order, they all lead to other clues, until some amount of found clues has been reached and the player is led to the showdown with the antagonist. You must battle monsters living in the swamp, bandits and mercenaries hiding in the abandoned castles, and the twisted creations of the evil alchemist that are sent to kill you. (for these I thought of steampunkish robots (you know, rickety clockwork contraptions), zombies, that kind of stuff). Â Â