When creating your backstory, provide a justification for your character being in the campaign and for adventuring. You can provide some amount of plot hooks- situations and people that might matter in the campaign.
Do not create active organizations or other entities that, to make sense, would still need to be active in the campaign. Work with me if you want some organizational tie in your background. We may be able to come up with something that makes sense for the campaign premise.
In general, however, I do not want you to create an organization or backstory that gives you on-going benefit. This is disruptive to the campaign in most cases and also not fair to other players. So, no temple of Sha that sends you a magic item every year on your birthday or a guild that watches over you from the shadows and rescues you when you get into trouble.
Your character doesn't have to have quirks or emotional flaws. If you do want that, make sure it is not a flaw that focuses unnecessary attention on you or causes extra in-game time to focus on your character, as that is not fair to the other players. For example, if every time the party tries to enter a city, they have to spend ten minutes roleplaying to convince you to enter civilization or find a safe place for you to wait, that can get old and tedious very quickly plus you'll miss a good deal of the roleplay. Consider being uncomfortable in civilized places rather than refusing to enter them.
I'll review backstories and will make some suggestions as needed to integrate with the campaign and party.