Runarcana

Chapter 4 · Detailing

Character History

Character History

The Character Creation rules are in Chapter 1: Characters. By following the rules presented in that chapter, you can create your character by recording all the information on a dedicated character sheet, which you can then use to play Runarcana.

These rules provide the mechanical basis for building a character within the system’s rules. However, they do not help in creating and developing the character’s initial backstory, nor do they detail events and circumstances that may have shaped them.

You can create these details from your own ideas, usually in conversation with the GM, adapting everything to the tone and worldview used in the campaign. Alternatively, you can use this chapter as a guide.

Support

The main purpose of this section is to assist, not to command. As mentioned before, this chapter aims to help, so feel free to ignore one or more of the tables present, such as the tables about your parents and siblings or what led you to choose a specific Past or Class.

Typically, you will use the ideas presented here to fill in gaps in your story, adding depth and detail. In some other cases, reading the content of these tables may be enough to inspire you and give you ideas more suited to your character.

In any case, use these tables freely, unless the intention is to leave everything to the whims of chaos and randomness, causing the character as a whole to be defined by the values ​​obtained from dice, even if this generates something strange.

What matters is that you feel the character is yours, that you can roleplay them and have fun in the process.

Randomness

This section can also be used as a random character generator, which is useful for indecisive players, newcomers, or those who want to try different things. Game Masters can also use these tables to create non-player characters that can populate the world.

With these tables and a dataset, you can create several variations for character backstories, which can be useful both when you are developing ideas and in the middle of an adventure, when players for some reason end up interacting with a character that had not yet been explored in depth.

Structure

This chapter is organized so you can build the story in layers. You can stop when you feel you have enough material to begin the campaign.

  • Base: What are the foundations of your character’s story? Who are its parents? Do it have siblings? Where were they born?
  • Circles of Relationships: Your character is probably not an “island” isolated from everything and everyone. Or maybe it is; here’s information to help you elaborate on that more effectively.
  • Personal Decisions: Here you’ll find help defining how your character arrived at the point of choosing its Class and the factors that made its Past relevant.
  • Life Experiences: Some events that occurred during your character’s life, whether simple but important or extraordinary, that may have defined a lot.
  • Supplementary Tables: Some tables for creating characters important to the story, defining origins, occupations, their relationship to the character, and their current status. Some other tables may lead you to other supplementary tables, such as cause of death or occupation.
  • Final Steps: Once you have gone through this entire chapter, what have you created and how do you proceed from here?

Base

The Base defines the character’s ground. It establishes where you came from, who brought you into the world, where you started life, and what family ties still pull you back or push you forward.

If you prefer a concise story, close the Base and go straight to Personal Decisions. If you want more hooks and connections to the setting, go through Relationship Circles and some Life Experiences.

Birth Region

Each character in Runarcana bears the marks of their homeland. The region where your character was born shapes their early years, influencing customs, language, and worldview. Growing up among pirates in the docks of Bilgewater doesn’t produce the same kind of stories as being raised under the law of Demacia or in the tribal tundras of Freljord.

Roll 1d100 to determine the birth region, or use the table as inspiration to choose the region that best fits the character’s concept.

Region of Birth
d100Region
01–09Bilgewater
10–14Bandle City
15–23Demacia
24–32Freljord
33–34Shadow Isles (surroundings)
35–43Ionia
44–52Ixtal
53–54Nazumah
55–63Noxus
64–72Piltover
73–81Shurima
82–90Targon
91–99Zaun
00GM's Choice

Bandle City. Characters originating from Bandle City are yordles. If your character is not a yordle, treat Bandle City as a place of passage, adoption, or custom, and not as their birthplace.

Shadow Isles. The Shadow Isles are not a common origin for characters. Instead, the table represents the surroundings and indirect effects of the Black Mist. If you wish, this result can indicate that your character was born on a nearby coast, on an affected shipping route, or in a community marked by fear and ghost stories.

The Void. The Void is not a birthplace. If you want elements of the Void in the story, use Life Experiences.

Parents

Parents help establish legacy and absence. Even when there is no cohabitation, there is almost always a consequence, such as a surname, a rumor, a debt, a strong memory, or a question that was never answered.

Roll 1d6 to determine how much you know about your parents.

Parents
d6Description
1–2You know who your parents are or were.
3–4You don't know who your parents are or were.
5–6You know who one of your parents was.

Construct. Constructs may have been created by a person, a group, or from an unclear source. Use this same table to determine how much you know about who created it.

Half-Vastaya

Half-vastaya can arise from different combinations of vastaya and half-vastaya with other origins. Although half-vastaya is rare, the most common form involves vastaya and humans. Other strange possibilities also exist.

If you are half-vastaya, roll 1d10 to determine your parents’ status regarding your vastaya heritage.

Half-Vastaya
d10Description
1–5One parent is vastaya and the other is human.
6One parent is vastaya and the other is half-vastaya.
7One parent is half-vastaya and the other is human.
8Both parents are half-vastaya.
9One parent is vastaya and the other belongs to another origin. See Other Parents.
10One parent is half-vastaya and the other belongs to another origin. See Other Parents.

Other Parents

If a combination indicates “another origin”, roll 1d10.

Other Parents
d10Description
1–5Your other parent is an anthroplant.
6Your other parent is a chirean.
7Your other parent is a construct.
8Your other parent is a half-dragon.
9Your other parent is a minotaur.
10Your other parent is a troll.

Place of Birth

Your birthplace can influence the relationships you formed in childhood and the type of stories you tend to tell about yourself. How much this matters depends on what you want to bring to the campaign.

Roll 1d100 to determine the birthplace and make adjustments based on the region. “Alley or Street” in Freljord might mean being born on ice during a crossing. “Temple” in Zaun might be a clandestine chapel or an improvised shrine.

If the roll is 00, your birth was marked by a special event. Roll 1d20 for Special Event and then roll 1d100 again for the location.

Place of Birth
d100Location
01–50Cave
51–55Humble hut
56–63Midwife's house
64–65Family home
66–68Family friend's house
69–70Caravan, carriage, wagon or similar
71–72Settlement or camp
73–74Barn
75–77Grove or forest
78–79Temple
80–82Alley or street
83–85Castle, fortress, or fort
86–87In a laboratory
88–89Aboard a vessel
90–91Tavern or inn
92–93In a prison
94–95In an arena or combat academy
96Battlefield
97Sewer or dungeon
98Headquarters of a secret organization
99In the open air
00Special Event

Special Event

A special event doesn’t exist to “dictate destiny.” It serves to create a founding memory, a persistent rumor, or a detail that always resurfaces when someone talks about its origin.

Roll 1d20.

Special Event
d20Event
1A shooting star streaked across the sky during your birth, and someone interpreted it as an omen.
2An unseasonal storm formed and dissipated too quickly, as if something had "breathed" over the place.
3An animal appeared and refused to leave your side, as if guarding or announcing your arrival.
4A bell, drum, or instrument sounded on its own somewhere nearby.
5An unknown person left a gift and disappeared, and no one agrees on the reason.
6A symbol appeared, was found, or was seen at the location, and became a family superstition.
7The light flickered, went out, or flickered around, even without a clear explanation for it.
8The fog, dust, snow, or sand moved “against the wind,” and someone swore they heard whispers.
9You were born with an unusual mark, and the family never agreed whether it was a blessing or a bad omen.
10You were born with a physical trait considered a “bad omen” somewhere, and it became a recurring story.
11A collective dream, repeated by more than one person, pointed to your birth.
12An object in the place broke, cracked, or became useless the instant you were born.
13A hooded figure, a traveler, or someone “from outside” witnessed the birth and kept it a secret.
14Something in the place got “better” for a while, like a harvest, fishing, or favorable wind, and you were credited with it.
15Something in the place got “worse” for a while, like illness, scarcity, or conflict, and you were blamed.
16A small arcane phenomenon occurred, like sparks, sudden heat, sudden frost, or the smell of ozone.
17You were born during a rite, celebration, or funeral, and your name became tied to that memory.
18You were born far from what was expected, in displacement, flight, or crossing, and this marked those who accompanied you.
19You were born at the highest point of a lunar eclipse.
20You were born at the highest point of a solar eclipse.

Siblings

Siblings and close relatives work best when they become playable choices. If you want to keep it simple, just set the quantity and birth order. If you want to delve deeper, use the Supplementary Tables to shape a sibling into a hook, ally, rival, or constant worry.

Roll 1d20 to determine how many siblings you have. If you are vastaya or half-vastaya, roll 1d20–2.

Number of Siblings
d20Quantity
1–7You are an only child.
8–12You have 1 sibling.
13–15You have 2 siblings.
16–17You have 3 siblings.
18You have 4 siblings.
19You have 5 siblings.
20GM's Choice.

For each sibling, roll 1d12 to determine their age relative to you.

Birth Order
d12Order
1–2Same age (twin, triplet, or co-parenting).
3–7Older.
8–12Younger.

If you want to provide details about a sibling, consult the Supplementary Tables to define origin, biological sex, relationship, living situation, and occupation.

Relationship Circles

Not every story needs a family tree. Still, almost every character has circles of people who raised them, protected them, hurt them, inspired them, or pushed them out of ordinary life.

Use this section to understand who was around when you couldn’t decide for yourself. Then, turn at least one person into a campaign hook. Name someone you want to reconnect with and someone you avoid.

Guardians

Roll 1d12 to determine who raised you or who took that role in practice.

Responsible Parties
d12Description
1Your parents raised you, with constant presence.
2One parent raised you, the other was absent.
3Relatives raised you, and the family always weighed more than the individual.
4A paid tutor or influential household took over your upbringing.
5An institute, orphanage, temple, or order cared for you.
6You grew up in a small community where “everyone raises everyone else”.
7You were raised by an organization, gang, crew, or collective.
8You were raised on the streets, with irregular help and hard lessons.
9You were raised by someone who shouldn't have been, and this created secrets.
10You were raised by an unlikely protector, someone outside your expected circle.
11You created yourself too early, and almost no one noticed.
12GM's Choice.

Absent Parents

If your parents did not raise you, roll 1d12 to determine what happened, or choose.

Absent Parents
d12Description
1Died young. See Cause of Death in the Supplementary Tables.
2Disappeared and no one is sure why.
3Were imprisoned or detained by law, war, or persecution.
4Were exiled, expelled, or forced to flee.
5Abandoned you, out of fear, necessity, or cruel choice.
6Handed you over to protect you, and carried guilt for it.
7Were removed due to family intrigue, politics, or crime.
8You know who they are, but you don't want contact.
9They know about you, but they avoid getting close.
10One of them tried to come back and failed, and you know why.
11There are too many versions, and each one changes your perception.
12GM's Choice.

Family Lifestyle

Lifestyle doesn’t define value, it defines access. It explains food, time, education, protection, and the kind of fear that accompanied your childhood.

Roll 1d6, or choose.

Family Lifestyle
d6Description
1Miserable
2Poor
3Modest
4Comfortable
5Rich
6Aristocratic

This result can change the Childhood Home table. Apply the modifier below to your Home roll.

Modifiers
StyleModifier
Miserable-2
Poor-1
Modest+0
Comfortable+1
Rich+2
Aristocratic+3

Childhood Home

Roll 1d20 and add the Family Lifestyle modifier.

Childhood Home
1d20 + modDescription
1 or lessStreets, makeshift shelters, or constant movement.
2–4Shack, basement, borrowed room, or cramped conditions.
5–7Simple, small, and functional house.
8–10Ordinary house, with some stability and routine.
11–13Comfortable house, with space and some privacy.
14–16Large property, farm, thriving workshop, or well-located house.
17–19Mansion, family headquarters, prestigious home, or protected residence.
20 or moreUnusual place for someone like you, by adoption, service, secret, or intrigue.

Childhood Memories

Memories don’t have to be “traumas.” They can be small scenes that explain a gesture, an addiction, a fear, or a courage that appears on the table.

Roll 1d12, or choose.

Childhood Memories
d12Description
1You learned early on to be suspicious. It was safer to observe than to speak.
2You learned early on to please. A mistake was costly.
3You got used to competing for attention, space, or food.
4You had a loyal friend, and you still remember their name.
5You had a rival, and you still feel anger when you remember.
6You were protected by someone, and it marked you more than it seems.
7You were ignored by someone, and it became a silent motivation.
8You saw something you shouldn't have seen, and you're not sure what it was.
9You grew up proud of the place, even with all the problems.
10You grew up wanting to leave, and never felt like you belonged.
11A promise was made, and you still hold yourself accountable for it.
12GM's Choice.

Personal Choices

Now you choose two pillars that explain the character in action. The Class describes how you learned to do what you do. The Past describes who you were before taking the plunge.

If you already know your Class and your Past, use the tables only to find a motive and a turning point. If you haven’t decided yet, choose together with the game master and use the following options to give direction and color to your story.

Class Training

Roll 1d6 on your Class table, or choose a result that matches your concept.

Acolyte
d6Training
1You grew up near a sanctuary and learned discipline before you learned desire.
2A promise was made in your name, and you try to honor it, even without understanding everything.
3You were taken in by an order, and you came to call rules shelter.
4You saw faith being used as a weapon and decided to learn to recognize it.
5You were saved by someone devout and became part of that tradition.
6You lost something to the chaos of the world and sought meaning wherever you could.
Arcanist
d6Training
1You found a theory that explained the impossible and couldn't stop.
2An arcane accident showed you had talent, and it became an obsession.
3You were an apprentice to someone dangerous, and left before it was too late.
4You grew up near machines, formulas, or runes and learned to think in patterns.
5You sought magic to defend yourself from something bigger than you.
6You learned out of curiosity, and curiosity put you indebted to the world.
Marksman
d6Training
1You grew up in places where missing a shot meant death.
2You learned from a veteran, and you never forgot the first lesson.
3You trained to hunt, and the world taught you that people also become prey.
4You learned to protect someone, and that still guides your hand.
5You were publicly humiliated and vowed never to be useless again.
6You worked near weapons, gunpowder, or contraptions and developed a taste for precision.
Bodhisattva
d6Training
1You were taught to care, even when no one cared for you.
2You learned to endure pain so as not to transmit pain.
3You saw violence win too quickly, and decided to seek another path.
4You were welcomed by a temple, master, or pilgrim and learned to listen.
5You lost someone and refused to become only resentment.
6You learned that courage can be calm, and not just fury.
Brute
d6Training
1You needed to be strong early on, and that has never left you.
2You were trained for war, and the world put you in war anyway.
3You learned in arenas, fights, or hard labor, and gained fame for it.
4You became strength to protect someone weaker.
5You lost control once, and since then you've been trying to master your own fury.
6You were chosen as someone's "arm," and now you want to be more than that.
Hunter
d6Training
1You followed tracks to survive and ended up following tracks on purpose.
2You learned to read the signs of the world, and it became a second language.
3You lost someone to a creature, and decided to learn to hunt what hunts.
4You were an apprentice to a guide, ranger, or scout, and inherited the route.
5You grew up far from cities, and the silence taught you more than people.
6You learned to find something that no one else could find.
Combatant
d6Training
1You served in an army, militia, or guard and learned discipline.
2You were trained by a demanding home, academy, or master.
3You fought for food, shelter, or respect and won through persistence.
4You sought weapons because you needed a place in the world.
5You were saved by a combatant and decided to become one as well.
6You carry a code, and try to follow it even when no one is watching.
Mercurial
d6Training
1You learned to disappear because being visible was dangerous.
2You grew up surrounded by scams, tricks, and lies, and learned not to fall for them.
3You were trained by someone who charged dearly for each lesson.
4You chose this path to reclaim something that was taken from you.
5You became good because it was the only thing you had left.
6You learned in streets, rooftops, and shortcuts, and the city became a map.
Shaman
d6Training
1You were taught to listen to the invisible before speaking to the visible.
2An omen, dream, or spirit marked you, and you followed the trail.
3You grew up in oral tradition and learned that memory is power.
4You sought answers to a loss and found rituals along the way.
5You learned out of necessity because something was haunting you.
6You made a pact, oath, or agreement, and it changed who you are.

Past

Your Past describes who you were before becoming an adventurer. Roll 1d6 on your Past table, or choose.

If the result suggests important people, consult the Supplementary Tables to detail them.

Wanderer
d6Reason
1You never had a fixed home, and you learned to trust the journey.
2You ran away from something, and the habit of moving remained.
3You were searching for someone, a place, or an answer, and you still are.
4You grew up on routes, roads, and ports and learned to read people.
5You were expelled and transformed expulsion into freedom.
6You chose to leave before the world chose for you.
Gambler
d6Reason
1You gambled to forget, and lost more than money.
2You gambled to improve your life, and someone charged you for it.
3You learned to read people and became too good for certain places.
4You were cheated and decided to learn to cheat back.
5You won once and it changed your reputation.
6You owed someone money, and gambling was the quickest way to pay.
Aristocrat
d6Reason
1You were born into a privileged family, and expectations were always higher than you.
2You were born out of place, and you had to "prove" your right to everything.
3You were used as a political pawn, and you learned to move like one.
4You rejected the privileged life, but the world won't let you forget.
5You were raised by an influential family, even without blood ties.
6You witnessed the fall of a name and learned that power is fragile.
Artisan
d6Reason
1You learned a trade to survive, and ended up loving the craft.
2You were an apprentice to someone strict, and the demands shaped you.
3You inherited tools, and they became a legacy.
4You created something that attracted attention, good or bad.
5You pursued the craft to stay close to someone important.
6You learned to fix what the world broke in you.
Artist
d6Reason
1You created to be seen, because you were invisible.
2You created to survive, and the audience became your job.
3You were protected by someone who believed in you.
4You were persecuted for saying too much with your art.
5You learned to manipulate attention, and that became your weapon.
6You lost something, and creating became the only way to remember.
Charlatan
d6Reason
1You lied to get food, and you got good at it.
2You learned to deceive so you wouldn't be deceived.
3You had a partner, and the end of that changed everything.
4You were exposed and had to disappear.
5You used disguises to get where you shouldn't have.
6You tried to change your life, but the past pulled you back.
Creation
d6Reason
1You were created to serve a clear purpose, and now you are trying to decide what yours is.
2You were born from a project, ritual, or engineering feat, and you carry a flaw that no one has been able to correct.
3You were "activated" too late, and you lost the time you should have had to learn to be human.
4You were created by someone who loved you, and this makes you freer than you should be.
5You were created by someone who feared you, and you learned to hide even from the one who made you.
6You were created to replace someone, and comparison haunts you.
Criminal
d6Reason
1You entered out of necessity and stayed out of necessity.
2You entered out of ambition and paid the price.
3You were the scapegoat and learned to be guilty with style.
4You were someone's protégé, until you weren't anymore.
5You broke laws you considered unjust.
6You swore never to be a victim again, and that took you too far.
Unknown
d6Reason
1You woke up with gaps in your memory, and the gaps seem to have been left on purpose.
2You grew up without answers, and invented versions of yourself to survive.
3You have a name, but it doesn't suit you, and someone insisted it should.
4You were found, adopted, or fostered, and never knew where you really came from.
5You know the truth, but you can't tell it without putting someone at risk.
6The world recognizes you more than it should, and you don't know why.
Scholar
d6Reason
1You were seeking answers to a personal mystery.
2You grew up surrounded by books, records, or maps.
3You found forbidden knowledge and couldn't let go.
4You were an apprentice to someone who demanded curiosity.
5You wanted recognition and chose the most difficult path.
6You studied to defend yourself against something you didn't understand.
Exiled
d6Reason
1You were expelled for a crime, your fault or someone else's.
2You were expelled for intrigue, and never had a chance to speak.
3You chose to leave before they removed you.
4You left to protect someone who stayed.
5You left due to belief, oath, or disobedience.
6You left and discovered there is no easy return.
Outsider
d6Reason
1You grew up far from centers, and learned a different kind of rule.
2You arrived in a new place and were never accepted.
3You lost your place and became a visitor to the world.
4You were always an “outsider,” even when you were at home.
5You learned to adapt quickly, or you died.
6You came seeking opportunity and found conflict.
Gladiator
d6Reason
1You fought for money and learned to sell courage.
2You fought for fame and discovered that fame comes at a high price.
3You fought to pay off a debt, yours or someone else's.
4You fought because it was the only place where you were respected.
5You were forced to fight and learned to win anyway.
6You left the arena, but the arena didn't leave you.
Local Hero
d6Reason
1You saved someone and became history.
2You faced a danger that no one wanted to face.
3You were the only one who stayed when everyone else left.
4You took the blame to protect someone.
5You unintentionally led and it changed your life.
6You did the right thing once, and now it's expected of you always.
Inventor
d6Reason
1You created to solve problems and created a bigger problem.
2You were an apprentice in a workshop, laboratory, or factory.
3You wanted recognition and took too many risks.
4You created something to protect someone.
5You were sabotaged and decided to learn to defend yourself.
6You inherited a project and the project inherited you.
Investigator
d6Reason
1You were looking for someone, and the search became a habit and a profession.
2You witnessed an unpunished injustice, and decided that someone needed to put the pieces together.
3You were paid to uncover truths, and you started uncovering truths for free, against your own judgment.
4You learned to read lies because you lived surrounded by them.
5You followed a small case and stumbled upon something too big.
6You investigate to stay alive, because someone wants you to stop.
Sailor
d6Reason
1The sea was work and became destiny.
2You fled by sea and never returned the same.
3You served on a ship and learned to obey and to betray.
4You saw something in the sea and nobody believed you.
5You lost someone in a storm and were left with the blame.
6You always wanted to leave, and the port was a prison.
Mercenary
d6Reason
1You fought for money until you realized that money can't buy what you lost.
2You joined to pay off a debt, and the debt became a chain.
3You chose this path because it was the only one that treated you for what you do, not for who you are.
4You were part of a group, and the breaking up of that group left you with scars and contacts.
5You took the wrong job and gained enemies you won't forget.
6You believed it was just work, until you had to choose a side.
Orphan
d6Reason
1You lost everything early and learned not to depend.
2You were raised by good people, but the world wasn't.
3You never knew the truth and it haunts you.
4You were "adopted" by someone who wanted something from you.
5You grew up in an institution and learned to resist.
6You decided that no one else would go through what you went through.
Pirate
d6Reason
1You were taken by the sea too soon, and learned to call risk routine.
2You joined out of hunger, escape, or desperation, and discovered that freedom also comes at a price.
3You joined a crew out of loyalty to someone, and that loyalty still weighs heavily.
4You lost a ship, a cargo, or a name, and want to recover it even by force.
5You betrayed or were betrayed, and now you measure friendship by survival.
6You saw something in the sea that shouldn't exist, and nobody believes you when you tell them.
Religious
d6Reason
1You grew in devotion, and devotion gave you strength when everything else failed.
2You sought faith after a loss, and you still try to understand if you found solace or war.
3You served a temple, order, or tradition, and left with too many questions.
4You saw faith used as control, and you decided to learn enough not to be used.
5You were chosen as an example, and the weight of the example crushed you.
6You took an oath, and fulfilling it pushes you away from ordinary life.
Soldier
d6Reason
1You entered out of necessity and left scarred.
2You entered for honor and learned the price.
3You entered for revenge and it consumed you.
4You entered to protect and failed once.
5You entered to climb the ladder of success, and you climbed the wrong way.
6You left before the war completely transformed you.

Life Experiences

Life experiences are events that left a mark before the start of your adventures. They can be major events or small decisions that changed the course of everything.

First, determine how many experiences you will have. Then, for each experience, roll 1d100 on the main table and proceed to the indicated table. When a result calls for an additional table, roll on it immediately and write the consequence on a line. If a detail is not relevant to the campaign, you can choose it or leave it open.

Number of Experiences

Choose the range that matches the character’s age and background, then roll the indicated die.

Number of Experiences
Life StageQuantity
Young1d4
Adult1d6
Mature1d8
Elderly1d10

Main Table

Roll 1d100 for each experience.

Life Experiences
d100Experience
01–10Problems with the law. See Crimes and then Consequences.11–20Work and survival. See Jobs.21–30Travel and change. See Travel.31–38Love and bonds. See Bonds.39–46Tragedy and loss. See Tragedies.47–54War and battle. See Battles.55–62Mentor or organization. See Mentoring.71–78Spiritual or supernatural event. See Supernatural.79–86Fortune and ruin. See Fortunes.87–94Secret and conspiracy. See Conspiracies.95–99Major omen. See Omens.00Bizarre event. See Oddities.
Crimes
d12Crime
1Theft, robbery, or smuggling.
2Fraud, forgery, or scam.
3Extortion, violent collection, or blackmail.
4Assault, public brawl, or attack.
5Arson, sabotage, or destruction of property.
6Illegal contract, service to a faction, or "dirty work".
7Treason, desertion, or breach of oath.
8Intrusion, espionage, or theft of information.
9Homicide, attempted murder, or accusation of such.
10Political, religious, or "against order" crime.
11A crime you didn't commit, but were accused of.
12A crime you committed for a reason you consider just.
Consequences
d12Consequence
1Acquitted, due to lack of evidence, influence, or luck.
2Fine, confiscation, or debt.
3Short prison sentence and public humiliation.
4Long prison sentence, and you came out changed.
5Forced service, imposed labor, or recruitment.
6Exile, expulsion, or escape.
7Someone saved you, and now you owe them something.
8You escaped, but gained enemies.
9You became "useful" to someone powerful.
10You lost someone because of it.
11You've earned a reputation, good or bad.
12The official story isn't the truth, and that could come back to haunt you.
Jobs
d12Job
1You worked on something dangerous and almost died.
2You worked on something humiliating and learned to swallow your pride.
3You worked with someone who became a role model for you.
4You worked for someone cruel and swore never again.
5You worked on something that gave you a valuable practical skill.
6You worked on something that put you in debt.
7You led people, even unintentionally.
8You lost your job due to intrigue or injustice.
9You received a "favor" that never came for free.
10You saw something wrong and chose to remain silent or report it. |-11You got rich for a short time and then lost it.
12You discovered what you want to do, or what you never want to do.
Journeys
d12Journey
1You migrated because of hunger, war, or fear.
2You traveled because of ambition and opportunity.
3You escorted someone and were paid with trouble.
4You got lost and survived on the edge.
5You crossed a forbidden border and paid the price.
6You found a place that changed your worldview.
7You made a friendship that only exists on the road.
8You made an enemy that only exists on the road.
9You were saved by someone unknown.
10You lost something important along the way.
11You witnessed a conflict up close and learned to fear it.
12You returned home and realized it was no longer home.
Bonds
d12Bond
1You fell in love and it strengthened you.
2You fell in love and it destroyed you.
3You had an impossible love, and you still remember it.
4You had a lifelong friend, and it saved you.
5You had a lifelong friend, and it betrayed you.
6You cared for someone and learned to be responsible.
7Someone cared for you and you haven't forgotten.
8You lost someone by your own choice, even if partially.
9You swore to protect someone, and you still try to keep your vows.
10You swore to destroy someone, and that guides you.
11You created a family, traditional or chosen.
12You are alone by choice, fear, or habit.
Tragedies
d12Tragedy
1An important person died. See Cause of Death in the Supplementary Tables.
2An important person disappeared, and you were never sure.
3Your home was destroyed, and you lost almost everything.
4You were betrayed by someone close to you.
5You were unjustly accused, and it still weighs on you.
6You were injured and never returned to what you were.
7You lost a place, a community, or a name.
8You carry guilt for something that happened.
9You witnessed something that changed you, and you avoid talking about it.
10A secret came to light and destroyed relationships.
11You were marked by collective fear, and became "the topic of conversation".
12The tragedy was small, but it was the last straw that pushed you.
Battles
d12Battle
1You saw death up close and became colder.
2You saw death up close and became more human.
3You saved someone and gained respect.
4Someone saved you and you gained debt.
5You ran away at the wrong time and carry shame.
6You stayed too long and carry trauma.
7You were promoted, decorated, or remembered.
8You were punished, demoted, or discarded.
9You gained a scar that always comes up in conversation.
10You lost someone and swore revenge.
11You learned a tactic, trick, or habit of war.
12You did something unforgivable, and you move on anyway.
Mentorships
d12Mentorship
1You had a kind mentor, and you want to honor them.
2You had a cruel mentor, and you want to surpass them.
3You had an absent mentor, and you learned on your own.
4You joined an organization out of necessity.
5You joined an organization out of belief.
6You joined an organization out of ambition.
7You left because of intrigue, and you left enemies.
8You left because of guilt, and you left scars.
9You were expelled, and it haunts you.
10You are still connected, even if you try to deny it.
11You owe a favor, and it can be collected.
12You keep a secret, and it can be used.
Arcana
d12Description
1You witnessed out-of-control magic and survived.
2You touched something you shouldn't have and felt the consequences.
3You were the target of an experiment, healing, or modification.
4You studied enough to recognize arcane patterns.
5You helped someone in a ritual and paid a price.
6You broke a seal, even unknowingly.
7You were protected by magic once, and it marked you.
8You were wounded by magic once, and it marked you.
9You made contact with an artifact and became obsessed.
10You saw an impossible place and nobody believed you.
11You heard a name that won't leave your head.
12You gained a small and unstable gift.
Supernatural
d12Supernatural
1You saw something that wasn't of this world, and remained silent.
2You were followed by omens, dreams, or coincidences.
3You were helped by something invisible, and you don't know why.
4You were tormented by something invisible, and you survived.
5You entered a sacred, profane, or forbidden place.
6You heard a voice in a moment of despair.
7You were "spared" by someone or something.
8You were "marked" by someone or something.
9You saw the Mist up close, even far from the Islands.
10You saw a spirit, and you don't know if it was real.
11You witnessed a miracle and began searching for meaning.
12You witnessed a horror and began to fear the world.
Fortunes
d12Fortune
1You made money and lost it quickly.
2You lost money and learned to live with little.
3You inherited something, and it brought trouble.
4You found something valuable and hid it.
5You were robbed and never recovered it.
6You were rewarded for something you didn't deserve.
7You were punished for something you didn't do.
8You rose in life and lost friends.
9You fell in life and gained truth.
10You made a deal and regretted it.
11You refused a deal and paid for it.
12You were too lucky, and someone noticed.
Conspiracies
d12Conspiracy
1You saw something you shouldn't have and became a risk.
2You carried a message, without knowing its weight.
3You were used as a pawn by someone influential.
4You were accused of being a pawn by someone influential.
5You heard a secret and kept it.
6You heard a secret and spread it.
7You were blackmailed.
8You blackmailed someone.
9You discovered corruption in a "pure" place.
10You discovered purity in a "corrupt" place.
11You infiltrated the system and almost got caught.
12You were infiltrated and only realized it afterward.
Omens
d6Omen
1A recurring dream guides you to a specific place.
2A symbol follows you and appears where you least expect it.
3Someone warned you about something, and you never forgot.
4A promise binds you, and you haven't fulfilled it yet.
5A fear guides you, and you don't know if it's yours.
6A "great" destiny has been placed upon you, but you can refuse it.
Bizarre
d12Bizarre
1You woke up in another place without knowing how you got there.
2You lost days, weeks, or months, and nobody agrees with the story.
3You saw someone identical to you, and never found out who it was.
4You were presumed dead, and came back.
5You survived something that should have killed you.
6You heard your name coming from where nobody was.
7You found an object that nobody recognizes.
8You were "blessed" and "cursed" at the same time, depending on who tells the story.
9You were trapped in a place and left without aging. |-10You aged rapidly for a period and then returned to normal.
11You saw a city, ruin, or path that doesn't exist on maps.
12You have an impossible memory, and it insists on being real.

Supplementary Tables

The following tables are for filling in details about important people in your story, such as siblings, mentors, rivals, former lovers, allies, and enemies. Use them when an NPC appears and you want to make them more concrete. If a detail is not relevant to the campaign, choose freely or leave it open.

Origin

Origins
d100Origin
01–70Human
71–80Vastaya
81–85Yordle
86–90Construct
91–93Minotaur
94–95Troll
96–97Half-Dragon
98Marai
99Other rare origin
00GM's Choice

Biological Sex

Biological Sex
d20Description
1–9Male
10–17Female
18Intersex
19Asexual
20GM's Choice

Relationship

Relationship
d20Description
1–3Protective
4–7Friendly
8–11Respectful
12–14Indifferent
15–16Distant
17–18Rival
19Hostile
20GM's Choice

Living Situation

Life Situation
d20Description
1Deceased. Use Cause of Death.
2Missing, no reliable leads.
3Missing, there is a strong lead or rumor.
4Imprisoned, convicted, or held in custody.
5Exiled, fled, or expelled.
6Sick, debilitated, or "without the strength" for the life they had before.
7Lives in ruin, lost almost everything recently.
8Lives in poverty, on the edge, but standing.
9Lives modestly, with routine and few ambitions.
10Lives comfortably, with real stability.
11Lives wealthy, with local influence.
12Ascended through merit, marriage, or opportunity, and changed because of it.
13Fell from grace, lost name, position, or prestige.
14Is being blackmailed, watched, or kept "on a leash".
15Works far away, in another region, and has become a stranger to those who remained.
16Became a part of an organization, order, gang, or crew.
17Became an active enemy, due to resentment, ideology, or guilt.
18Became an influential ally, someone who can open doors.
19Lives hidden, with a new identity or secret life.
20Master's Choice

Cause of Death

Cause of Death
d12Description
1Disease, fever, or plague.
2Accident, fall, fire, or collapse.
3Attack by criminals, looters, or gangs.
4War, battle, skirmish, or invasion.
5Murder, execution, or ambush.
6Wild creature or monster.
7Drowning, storm, or disaster at sea.
8Magic out of control, unstable artifact, or experiment.
9Corruption, curse, or dark influence.
10Black Mist, haunting, or impact linked to the Shadow Isles.
11Contact with impossible energy, ancient ruin, or something from the Void.
12The truth is uncertain, and there are too many versions to be reliable.

Occupation

Occupation
d100Description
01–06Farmer, breeder, or gatherer
07–12Common craftsman, tailor, mason, or carpenter
13–17Blacksmith, armorer, or farrier
18–22Merchant, market vendor, or trader
23–26Tavern keeper, cook, or innkeeper
27–30Messenger, porter, or route scout
31–34Sailor, boatman, or fisherman
35–37Stevedore, port worker, or dockworker
38–41Guard, patrolman, or watchman
42–45Soldier, legionary, or militiaman
46–48Hunter, scout, or tracker
49–51Healer, midwife, or practical physician
52–54Priest, officiant, or shrine caretaker
55–57Scribe, bureaucrat, or accountant
58–60Teacher, researcher, or tutor
61–63Skilled craftsman, jeweler, engraver, or luthier
64–66Alchemist, chemist, or substance preparer
67–69Inventor, engineer, or mechanic
70–72Factory, refinery, or assembly line worker
73–75Miner, excavator, or quarry worker
76–78Guide, caravan leader, or animal driver
79–81Artist, musician, actor, or storyteller
82–84Gladiator, arena fighter, or combat instructor
85–87Bounty hunter, tracker, or debt collector
88–90Smuggler, middleman, or clandestine dealer
91–93Thief, con artist, or swindler
94–95Spy, informant, or undercover agent
96–97Noble, advisor, or employee of an influential household
98–99Unusual occupation, connected with secrets, ruins, or greater forces
00GM's Choice

Final Steps

If you’ve made it this far, you already have enough material to start playing. The goal of this section is to help you transform results and ideas into a story that feels like your own, with a beginning, middle, and purpose.

Start by choosing a few central elements. A good approach is to define your region of birth, who raised you, a childhood memory, what led you to your Class, and what led you to your Past. Then, choose two or three Life Experiences that truly explain why you left ordinary life and took risks. The rest can exist as background, without needing to be constantly on the table.

When two outcomes seem odd together, treat it as an opportunity to develop part of the story. If you were born in an alley but grew up in a prestigious home, it could mean adoption, service, rescue, a family debt, a secret, or someone powerful who decided to invest in you. If you had a comfortable childhood but carry bitter memories, perhaps the problem wasn’t money. If your life was hard, but you remember affection, perhaps there was someone who kept you whole when the world didn’t want you to be.

Now transform the details into people and connections. Give names to at least two figures from your history, such as a guardian, a sibling, a mentor, a rival, or someone you lost. Decide what you want to keep alive in your life, what you want to reconnect with, and what you never want to see again. This creates hooks that the game master can use naturally.

Finally, talk to the game master about what should be included in the campaign. If any outcome doesn’t fit the tone of the game, adjust, change, or ignore it. This chapter is meant to inspire and unlock your potential, and the best outcome is the one that makes you want to roleplay this character for a long time.