The Wayfarers guide to Backstory Creation

My name is Gene Eric Hiro

“My character is an orphan who grew up on the streets after their parents were killed by bandits when they were a child. They learned to fend for themselves, becoming skilled at stealing and fighting to survive. One day, they found an ancient sword hidden in a chest, and upon touching it, they discovered they were the chosen one destined to fight an ancient evil. With no family, no real ties, and a dark, brooding demeanor, they now wander the world alone, seeking vengeance against the bandits who destroyed their life and hoping to uncover the secrets of the sword.”

This is a typical example of a backstory a player might create for their character, flat as an electric griddle, with no real connection to the world, no loose ends to hang a plot hook beyond the central conflict, and based on overtried and frankly generic tropes. Sadly, two-dimensional tropy backstories and characters like this one are more common than mosquitos in a swamp and are just as unpleasant to deal with if you are a dungeon master. And it’s understandable: writing is hard, and filling out 17 years to several centuries of backstory with no direction beyond your background can be daunting for your average player. But that is the rub of the problem: if a player had some direction, some sort of prompt, they could easily connect the dots into a serviceable backstory in just an hour. 

Recently, I came across two books in the RPG space that allow players to do just that: the Traveler Free Rules and The Explorers Guide to Wildmonte. Travelers’ unique career system to build their character invites players to build narratives from the event rolls that happen after each 4-year turn. The Explorers Guide to Wildemount has an entire section dedicated to rolling tables to create your backstory with towns, supporting characters, and events. While the traveler’s system is inappropriate for high fantasy and the Explorers Guide to Wildemount could be more extensive, they provide more than an adequate intellectual springboard to create my own system.

The parts of the background

Before we start, we need to talk about terminology. I will use terms and phrases that might be unfamiliar to you or have a different meaning in this context. Specifically, you need to understand the following concepts.

  • Contacts: Friends, family members, allies, and any character with whom the player has an amicable relationship. Generally these will be of the following types
    • Debt: A person owes you a debt for you to collect at a future date
    • Client: The contact is a recurring customer of yours or you are a recurring customer of them
    • Friend: Says what it is on the tin
    • Associate: A person that the players knows but would not consider a friend
  • Curio. A revamp of the 2014 rules trinkets but redressed to make them a little bit more unsettling and mysterious, more like a plot hook waiting to happen.
  • Omens: While it has a negative connotation, I am using Omen to signify any foretellings of a player character’s destiny for good or Ill
  • Lasting injuries: Lasting injuries are what they sound like on the tin: scars, missing fingers, limps, and other injuries that resulted from some previous misadventure.
  • Mentors: Your character’s former teachers or tutors. A good mentor should be willing to help the players and even step up to the plate when they are in dire straits
  • Patrons: Covering friends in in high places of all descriptions from former powerful clients to organzations that the players are current or former members of. Patrons are characters that the players can turn for help when they are in very sticky situations 
  • Obligations. These are the things your character needs to do. Debts to repay, large-scale quests for a patron, secrets to keep, and family matters are all considered obligations. Obligations can be divided into the following types
    • Debts: The obligation is an amount of money you have to repay
    • Quest: Something or someone (including yourself) has asked you to do some grand deed
    • Favor: Like a quest but less grand, you have been requested to perform a deed for a another individual, usually as a repayment for a debt or by force
    • Familial: Family obligations need I say More
  • Traumas are emotional scars, family baggage, and hidden shame. Traumas are the things that aplayer character is uncomfortable discussing and have a negative impact on a character’s behaviour. Traumas have no mechanical effect, but the player should demonstrate the character’s discomfort or how the trauma shapes their worldview and behaviour through role-play. Under certain circumstances, a trauma might become a malus. When a roll says you gain a trauma there will be a recommended trauma in parentheses at the end of the entry. Most will be either in the form of Post Traumatic stress disorder, guilt at a pass action or shame at a pass failing.
  • Maluses: A concept created by the Dndtuber Pointy Hat, A malus is a situational mechanical penalty or effect representing a negative aspect of your character. Phobias, neuroses, curses, magical afflictions, and physical or mental disability are all examples of things that can be represented mechanically through a malus. Pointy Hat made a video on this concept that spells out its strengths of this concept in detail and gives you a pdf with examples at Make ACTUALLY interesting D&D Characters (by giving them a drawback). A suggested Malus for the situation of roll is included with each role entry that calls for a malus
  • Love Interests: While the phrase may conjure images of awkward conversations and kissing couples, in this context, it refers to any character in a love relationship with the player character, even if one of the characters does not reciprocate the feelings or is even aware of their existence. When a roll result calls for you to gain a love interest there will be a suggested type of love interest in parentheses. The suggested types are as follows
    • Crush: A one way relationship were you love someone else and they may not reciprocate the feelings
    • Admirer: A one way relationship were somebody loves you and you may not reciprocate the feelings
    • Reciprocal: A two way relation ship were somebody loves you and you love them

What makes a character anyway?

My recipe for creating a player character with an engaging backstory owes a lot to the Pointy Hat video What Makes a Good D&D Character?. He goes into great depth in the video, but I think it could use some improvements. Here is my expanded take on Pointy Hats’ original three-pillar design.

  • Two to three basic character traits that serve as character gimmicks as per Pointy Hat’s original three-pillar design. For example, Mustrum Ridcully from Discworld could have the following traits:
    •  I always shout when I speak
    • I am stubborn and rarely listen to anyone else
    • I give little thought to the consequences of my actions before doing them.
  • An immediate conflict or problem for the character to deal with that serves a short-term goal. An obligation, mystery, or enemy is a good fit for this sort of conflict.
  • An ultimate desire or life goal to serve as a long-term goal
  • A character flaw in the form of either a trauma or a malus
  • A list of things the character believes to be true about the world, regardless of whether or not these things are actually true
  • A list of likes and dislikes informed by the prior point.
  • A cast of supporting characters waiting in the wings (backstory) for the dungeon master to call up when the time is right.

Ideally a character’s backstory should inform all these points, what their goals are, what their flaws are, who their friends and family are, and what they believe.

To roll first and ask questions later or roll to a destination

With the system I am about to present, there might seem no room for a preplanned character backstory, and you would be wrong. You may choose any previous points before rolling for events in your backstory. You can even ignore results that do not fit the point of what you are creating; these tables to add depth or texture to what might otherwise be a flat character and inspire creativity.

The Wayfarer’s Backstory Creator for DND 5e 2024 edition

How to use this System

Before you start this system create your character as normal, we will use the character’s class and background to shape the background.

The system is broken down into three sets of tables:

  •  Your origin, which determines your family linage, your parents, and what happened when you were born, 
  • Your childhood, which determines the events that shaped you during your childhood 
  • Your early adulthood determines what happens between your childhood and when you start adventuring

You will be instructed how to roll on the tables in each set at the beginning of each table or set of tables. Once you finish rolling on the tables put the prompts you rolled in order that makes sense as a timeline. Then for each prompt, add a vignette to your backstory. Keep the vignette short, no more than a single paragraph; there will be time later to flesh out the details when that bit of the backstory becomes relevant. If you want you can supplement the prompts you rolled with prompts from other books, such as those found in the tables in the  This is your life section of Xanthar’s Guide to Everything or the tables from the Heroic Chronicle from The Explorers Guide to Wildmonte.

Once you have completed the first draft of your backstory, work with your Dungeon master to anchor the character into the world. This is a crucial step because it will A) allow the dungeon master to world-build your character into the setting and B) will help the dm fill in some of the specific details of the setting, like town names, important peoples, and stuff like that.

An example character Alaric von Sternberg

As an example, I created a sample character: Alaric von Sternberg, a human paladin with a noble background. I chose a family of knights lineage from the table and rolled for everything else, resulting in the following:

Origin

  • You were born under an auspicious sign; you gain one omen.
  • Strict father, sweet mother.
  • Born in a port city or town.

Childhood

  • Your mother died, and your father remarried a neglectful woman.
  • You stood up to a group of bullies picking on another child and, as a result, became friends with them. Gain one contact(friends) or love interest.
  • If applicable, one of your siblings died.

Adolescence

  • Your order went on a crusade, and you followed. As a squire, you did not see much action.
  • You were assigned to guard duty for a noble. While uneventful, your diligence made an impression on the noble. Gain one contact(friend or client).
  • During your travels, you accidentally led a group of innocents into danger. The guilt haunts you. Gain one trauma (shame).
  • You still cannot believe that _______ happened at the royal ball.
  • An enemy of your oath made their grudge personal by killing someone you loved. You swore vengeance. Gain one obligation (vengeance) and one enemy.

Alaric von Sternberg: A Paladin’s Tragic History

Birth and Noble Lineage

My character’s name is Alaric von Sternberg, a human paladin sworn to the Oath of Vengeance. I was born in SLiberberg to a noble family in service to King Fredrick von Mountainheart. From the moment I entered the world, my fate seemed marked—literally. A crown-shaped birthmark on my thigh was seen by my parents and the midwife as a sign of a grand destiny awaiting me.

Childhood and Training

My father, Sir Wilhelm von Sternberg, was a strict and demanding knight who subjected me to rigorous training in swordplay and knightly disciplines from a young age. My mother, Lady Rosalind von Sternberg, was the opposite—gentle, kind, and full of warmth. She filled my childhood with bedtime stories of noble heroes and their great deeds. But when I was six, she died, and my world darkened. My father soon remarried Lady Gertrude von Sternberg, a woman who never truly cared for me and left me in the hands of servants.

At eight years old, I met Evelyne d’Ormont, a half-elf girl whose noble family had fallen on hard times. I defended her from a group of bullies led by a brutish hobgoblin boy named Drogath. Using the skills my father had drilled into me, I bested Drogath in a sparring match. From that day on, Evelyne and I became inseparable—friends first, then sweethearts.

When I was ten, my newborn half-sister, Isabella, died in childbirth. My stepmother, devastated, withdrew from the world, barely acknowledging my existence.

At eleven, my father sent me away to train with the Order of the Silver Flame, a paladin order devoted to the Oath of Devotion. I spent years training before I saw my first real campaign—an expedition into the Silver Mountains against orc raiders. Though I did not see battle, I formed bonds with fellow squires Edric Valheim and Roland du Maurier while performing camp duties.

Early Service and Tragedy

At seventeen, I was assigned as a bodyguard to the Uisceanna family during their journey to Roseburg and beyond. Their own guards, being selkies and merfolk, were unable to travel far inland. I had hoped for excitement, but the journey was uneventful. I grew close to their young daughter, Aeliana Uisceanna, who admired me as if I were a knight of legend. She was thirteen—full of wonder and kindness—and I believe she harbored a fleeting infatuation with me.

At nineteen and a half, I was knighted. My father’s grueling training had put me ahead of my peers. My first duty as a paladin was to escort a group of old fey pagan pilgrims along the coast road to Craigbreck. When bandits attacked, I commanded the pilgrims to flee while I held off the attackers. I fought fiercely but soon realized the pilgrims had fled directly into an ambush. They were slaughtered. That failure haunts me still. The weight of their deaths gnaws at my soul, and I seek atonement through fasting and other forms of penance.

Love, Loss, and Vengeance

I returned home just before Murtagh’s Uprising at my father’s behest, tasked with finding a bride to secure our family’s legacy. During a Yuletide ball at the Duke of Farreach’s city palace, I reunited with Evelyne. We danced, and in that moment, we knew we were meant to be together.

Then the uprising began.

Murtagh’s men stormed the palace, throwing the ballroom into chaos. I fought as best I could, but we were overwhelmed. To my horror, leading the attack was Drogath—my childhood bully, now a bitter and vengeful knight. He captured Evelyne and me, dragging us before Murtagh. He blamed me for his lonely childhood, claiming that my victory over him all those years ago had ruined his life.

To punish me, he executed Evelyne before my eyes.

As I was dragged to Ironhold in chains, grief and fury consumed me. I swore vengeance. My old oath of devotion shattered, replaced by an unbreakable vow: I would avenge Evelyne. I would kill Drogath.

No matter the cost.


As you can see this  system allowed me to take a fresh-out-of-my-mind character and flesh out various elements of the background, resulting in:

  • An immediate conflict: Tracking down Drogath.
  • A suggested ultimate goal: Reviving Evelyne.
  • A character flaw: Blaming himself for the deaths of the pilgrims and Evelyne, seek to avenge Evelyne’s death by any means necessary and seeking atonement for his past mistake by any means possible—including throwing himself into danger to protect innocents.

Supporting Cast

  • His father: Sir Wilhelm von Sternberg.
  • His stepmother: Lady Gertrude von Sternberg.
  • A friend and admirer: Aeliana Uisceanna.
  • Friends: Edric Valheim and Roland du Maurier.
  • A love interest: Evelyne d’Ormont.
  • An archenemy: Drogath.

This character and their background share the dark tone and vengeance-driven nature of the example at the start of the article, but Sir Alaric has much more depth. Multiple plot hooks tie into his personal history, and he has several NPC connections, including indirect ties to important figures. His backstory is directly tied into the campaign’s plot by making Drogath a member of an enemy faction. He also has three ongoing goals: avenging Evelyne, resurrecting her, and absolving himself of his guilt.

Origin

The foundational origin defines the character’s early life circumstances, which will flavor the rest of the process. 

Lineage

Roll once on the table to determine your lineage.

d20origin
1Powerful Noble family
2Crumbling or ousted noble family
3Wealthy Merchant family
4Destitute Merchant family
5Artisan family
6Poor-family urban laborers 
7Freeman farmer
8Serf farmer
9A family of traveling entertainers
10Family of criminals
11Family of knights or warriors
12A family with religious connections
13A family of wizards or other magic users
14A family of woods people or hunters
15A family with a well-known sorcerous bloodline
16A family of druids or practitioners of the old faith
17One of your parents is the captain of a ship
18One of your parents or ancestors was actually a mythical creature like a dragon or archfey
19One of the parents was a god or goddess
20Orphanage or unknown parentage

Circumstance of birth

What happened at the moment of your birth? Roll once on the table

d20origin
1You were born under a bad omen; you gain one omen (bad)
2You are a secret illegitimate child
3You have a Twin or triplet
4Your birth caused a tragedy, such as the death of your mother
5You were delivered during a raging storm.
6You were cursed at birth; gain one malus(curse)
7You were born under an auspicious sign; you gain one omen (good)
8You were born during a battle or in the aftermath of one
9You were born during a festival or fair
10You were born in the wilderness with the animals as witnesses
11You were born at sea
12A mysterious stranger visited your family at the moment of your birth and blessed you
13Your birth was witnessed by a mystical creature like a dragon, sphinx, or fey who became your godparent; you gain one patron
14An assassin or group of evil creatures targeted you at birth. You gain one enemy
15An oracle or prophet made a cryptic prediction about your future. You gain one omen, a cryptic
16You were born at the exact same time as a notable person in your community died, and rumors that you are the reincarnation of that person have followed you all your life
17You were kidnapped at birth
18You were abandoned at birth
19Perfectly normal birth
20You have no idea because nobody has every told you about your birth

Your Caretaker

If you were abandoned or orphaned, who raised you? Roll once if you were abandoned or kidnapped at birth

d20caretaker
1Another member of your family or a friend of the family
2A stranger couple in your hometown adopted you
3You were adopted by foreigners
4You were adopted by a family with a higher social rank than your linage
5You were adopted by a family with a lower social rank than your linage
6You were adopted by traveling merchants, tinkers, or entertainers
7A local orphanage took you in
8A local convent, monastery, or other religious institution took you in
9You were raised by members of another species
10You were adopted by a magic user or scholar
11You were raised by your family’s servants, if applicable, or else role again
12You were adopted by a group of nomadic tribesmen or other outlanders
13You were raised by an organization or individual  with evil intent
14You were adopted by a group of soldiers
15You raised yourself on the street
16Constructs raised you
17You were raised by a mysterious man or woman who did not tell you anything about themselves
18You were raised by animals
19You were raised by a species considered to be monsters (goblins, kobolds, etc..>)
20You were raised by a legendary creature(dragon, sphinx, unicorn, etc)

Disposition of Caretaker

What was the disposition of your caretaker or parents? Roll once for each caretaker, or choose from the following.

d20caretaker
1Sweet and Caring, perfect parent
2Strict and demanding
3Absent and or distant, you were raised by others, either family members or servants
4Absentminded and distracted
5Funny and fun-loving, they 
6Wise and Sagely
7Abusive and mean
8Adventurous and 
9Wistful and dreamy
10Clumsy
11Absentminded and forgetful
12Neglectful
13Neurotic
14Mildly insane
15Violently insane
16Delusional
17Petty and cruel
18Gloomy and depressed
19Bipolar or  otherwise prone to mood swings, roll twice on the table
20The caretaker never interacted with you, so you do not know

Childhood

Hometown

What was your hometown like? Roll once on the table

d12hometown
1Big city
2Trade town
3Port city or town
4Country Village
5Tiny Hamlet
6Traveling Caravan
7Nomads camp
8Wilderness camp
9Country estate
10Cottage out in the wilderness
11Hidden Village
12On the streets

Childhood events

Determine how many defining events happened in your childhood; it is recommended that you do not take more than 3. For each event role, a d6. On a roll of 1-2 roll on the weal table, on a roll of 3-4 on the neutral table, and a roll of 5-6 on the woe table.

Weal

d20event
1A traveling fair came to town, and you wowed all the other children when you won a game that everyone else lost and won a fantastic prize
2You saved another child from a precarious situation and were lauded as a hero. You gain the child you saved as a contact(friend)
3You catch the eye of the prettiest/most handsome girl/boy in town and kiss under the moonlight. You Gain one love interest(reciprocal)
4Your family received a significant good fortune and could ascend to a higher social status.
5You had a chance to train under a prominent warrior, ranger, or sage in the community. You gain the tutor as a mentor
6You encounter a metallic dragon, good-aligned fey, unicorn, or other powerful, good supernatural creature. Make a medium difficult charisma check to impress them with your politeness; if you succeed, they give you a small token as a reward. If you fail, they laugh and give you a pat on the head. Regardless, the creature remembers you, and you reencounter them, may choose to become a patron
7You saved the son/ or daughter of a local lord, merchant, or chieftain from certain death. The family and the child are in your debt. You gain the family as a contact(debt) if you did not collect the debt before becoming an adventurer
8A fortune teller at a traveling reads your future and gives you a cryptic prophecy of good fortune in your future; you gain one good omen
9You stood up to a bunch of bullies picking on another kid and, as a result, became friends with the boy or girl in question, gained one contact(friend) or love interest(?)
10You helped a traveling merchant, and he took a shine on you and would give you little gifts, providing you help around the stand. You gain the merchant as a contact(friend)
11You made friends with a young fey such as a pixie girl, centaur boy, or a little sprite. You gain this creature as a contact(friend)
12One won first place in a singing contest or other competition, which drew the admiration of everybody in the community. Even if you left the community, everybody will remember you fondly

Neutral

d20event
1You gain a new sibling
2Your caretaker let you adopt a pet
3You were rescued from danger by a wandering adventurer who encouraged you.
4You stood up to a notorious bully. You gained the admiration of your peers, but the bully is now your rival
5You found a secret nook in your community filled with old junk, but you also found something neat there. You find one curio
6You befriended a new kid in town
7You found this awesome place to serve as a clubhouse for you and your friends
8You came close to winning a competition, but you came in second.
9You finally caught the eye of your crush, and you two kissed. You gain one love interest(reciprocal)
10You witnessed a remarkable natural phenomenon, such as a meteor shower, aurora, or rare animal migration
11You carved your initials in a tree, rock, or other feature of the environment; you wonder if they are still there
12You and your friends went on an adventure. Your caretaker was mad with you afterward, but it was still something you remember fondly

Woe

d20event
1One of your caretakers died, and the remaining caretakers remarried. Roll on the caretaker table for the disposition of your new caretakers
2One of your caretakers died, and your remaining caretakers did not remarry
3If applicable, one of your siblings died.
4You survived a near-death experience, make a hard wisdom check with a disadvantage. If you succeed. You gain a trauma(ptsd). If you fail. You gain a Malus in the form of a phobia
5Your family experiences a significant reversal of fortune
6You were involved in an accident and were injured. You gain one lasting injury.
7You were involved in a major accident where people died, and people blamed you for death regardless of whether it was your fault or not. Make a hard charisma check. If you succeed. You gain a trauma in the form of either survivor’s guilt or actual guilt. If you fail, you gain a trauma and the people in your current hometown ostracize you, and you lose any contacts,mentors, or patrons you have gained
8You were attacked by monsters. Make an athletics check with hard dc. If you succeed, you escape without injury; if you fail. You gain one lasting injury and trauma(ptsd)
9Your family was forced to move to another town due to an incident that was not fully explained to you until much later
10How were you supposed to know that the bully you told on was the son or daughter of somebody important? The bully got off scot-free, but you became his or her favorite target. The bully became a rival.
11A fortune teller at a traveling reads your future and gives you a cryptic prophecy of bad fortune in your future; you gain one bad omen
12How were you supposed to know that the meek kid you and your friends picked on was the son or daughter of someone important? One day, you and your friends took things too far. You gained one enemy in the form of the family and the kid you bullied

Your Adolescence and Early Adulthood

What happened to you after your childhood and before you started adventuring? First, determine how many defining events occurred during adolescence and adulthood. I recommend no more than 8. Then, for each defining event, Roll a d10 and a d12 and consult the tables. The d10 determines which table to consult: 1 for the weal table for your background, 2 for the neutral for your background, 3 for the woe table for your background, 4 for the weal table for your class, 5 for neutral table for your class, 6 for woe table for your class, 7 for the common weal table, 8 for the common neutral table, 9 for the common woe table and if you roll ten roll twice more and combine both results. 

Common

Weal

d20event
1You gain a younger sibling despite your parent’s advanced age
2An elder in your community took a shine to you. You gain one patron
3You had an unusual stint of good fortune
4You had a chance to travel, visit a faraway place, and make a friend with a local. You gain one contact(friend)
5You and your crush became close. You gain one love interest(reciprocal)
6You proposed to one of your love interests, and they said yes. You gain a spouse but also an obligation(familial) to your new spouse
7It took some doing, but you managed to placate a rival. You lose one rival
8It took some doing, but you managed to mend bridges with an enemy; you lost one enemy.
9You found a small stash of gold coins in some forgotten corner or nook. You gain 1d8 gp at character creation
10You met your childhood hero face to face. It was all you expected it to be.
11You managed to save the life of another person. Now they owe you a debt. Gain one contact(Debt)
12You made a friend with a traveler from a faraway place.You gain one contact(friend)

Neutral

d20event
1There was one year where absolutely nothing happened
2One of the people in your community decided they did not like yon. You gain one rival
3Out of nowhere the people in ,your town decided to hold a festival.
4Your town had an especially good year for fishing/mining/farming
5A wandering carnival came to town, and you got to visit it
6You witnessed a remarkable natural phenomenon, such as a meteor shower, aurora, or rare animal migration
7You remember the first time you got drunk like it was yesterday. ______________ happened
8When you left to pursue your career, everybody in your community came to say their goodbyes
9You meet a famous group of adventurers face-to-face.
10You found something weird in an unexpected place. Gain on curio
11You learned a juicy secret about somebody in your community
12Somebody in your community went mad in a humorous fashion

Woe

d20event
1One of your caretakers died.
2One of your siblings died
3One of your contacts died
4One of your love interests died
5You suffered from a stint of bad luck that nearly ruined you
6You were driven out of your community. You lose all contacts, patrons or love interests in that community
7One of your patrons or mentor’s died
8You survived a brutal monster attack that left you badly injured. You gain one lasting injury
9Out of nowhere, some supernatural entity cursed you. You gain one malus(curse)
10A natural disaster caused you to lose everything you had.
11One of your friends turned on you for some unknown reason. Lose one contact and gain one rival
12You were humiliated in front of your entire community

Background related events

Acolyte

Weal

d20event
1You help perform a rite for a king or other powerful individual
2One of your superiors took a liking to you and took you under their wing; you gain one mentor
3You were visited by a divine messenger of your fate who gave you a cryptic message: gain one omen, good
4You were chosen to perform some task or service for the temple that brought great honor to you and your temple
5You are chosen by the head of the temple or a divine messenger to undertake some grand task; you gain an obligation(quest) to complete the task
6You saved the temple from a disaster, earning the praise of the whole community. The temple and the community it serves remember you fondly and will welcome you back with open arms if you ever return.
7You uncovered corruption within the temple and successfully brought it to the attention of the head of the temple, monastery, or religious order. You were praised for your brave and selfish actions. You gain a patron in the authority you reported to and an enemy in the form of the priest you reported on
8A local community credits you with resolving a minor crisis such as a plague or a drought. The people of the community still remember you and will welcome you with open arms if you were to return
9The oracle at the temple receives a cryptic vision that suggests that you are bound for great things. You gain one good omen
10You do not know how long it was in the temple attic, but you found a temple relic that had been missing for decades.
11You witnessed an angel or other divine being manifest in your temple. You swear they gave you a wink and nodded as if they knew you.
12Before they left the temple, one of the priests you were fond of gave you a small icon or reliquary that you kept to this day. Gain one Curio

Neutral

d20event
1You were assigned to a remote or rural shrine where life was peaceful but uneventful.
2You made a few friends among your fellow Acolytes. You gain two contacts(friend)
3A child who lived nearby frequented the temple, and you got to know them quite well. They often asked you for advice because they considered you wise beyond your years. You wonder what became of that child
4A visiting priest gave you a small medal with a strange figure emblazoned upon it; you gain one curio
5You were asked to mentor a new acolyte, though the experience was unremarkable
6You and a few other acolytes played a prank on the senior priest to alleviate the boredom of temple life. You were caught afterward and forced to perform unpleasant menial labor as punishment, but the prank was certainly funny.
7You went on a pilgrimage to an important sacred site. The experience left you awed but was otherwise uneventful.
8You witnessed a rare celestial event, which your temple interpreted as a sign.
9You stumbled upon a hidden chamber or secret within the temple, but it proved mundane or irrelevant
10You were chosen to serve at an important sacred site. The duty was much more boring than you expected, but at least you made a good impression on priests there. You gain one contact(friend) there.
11Your superior made you memorize an entire holy book. You still remember the pain of spending long nights studying
12The temple was unusually quiet for a couple of months, so you and your fellow Acolytes found something to pass the time

Woe

d20event
1One of your superiors in the temple or monastery did not like you for some reason and endeavored to make your life miserable; You gained one rival
2One of your fellow Acolytes did not like you for some reason and endeavored to make your life miserable; You gained one rival
3You were accused of committing Sacrilegious or blasphemous acts by a superior. Regardless of whether or not you were guilty, you were driven from the temple. You gain one enemy in the form of the priest who accused you and at your digression, one trauma related to the event
4You caught one of your superiors committing sacrilegious acts, but the superior’s influence prevented them from being punished, and the superior got you kicked out of the temple. You gain one enemy(personal) in the form of the blasphemous priest
5The temple was robbed while you were on guard duty, and a relic was stolen. You were blamed for the thief getting away and punished
6You made a fool of yourself before the temple community, and they laughed at you. Make a DC 18 wisdom check. If you pass, you can get over the embarrassment if you fail. You gain one trauma(ptsd).
7The temple or monastery was raided by monsters or brigands, and you were among the only survivors. Make a wisdom check DC 17. If you fail. You gain a trauma(ptsd)
8You participated in an extrusion that went wrong and was cursed. As a result, you gain one malus.
9You survived the destruction of your temple by a supernatural or natural event. You have no clue if anyone else in the temple survived or if you were in the temple and why you survived.
10You witnessed something that shook your faith to your core and left you wondering about everything you were taught in the temple.
11Out of nowhere and with no explanation, one of your superiors chewed you out and or punished you in front of the entire community
12You broke a tiny rule of the temple and were punished severely for it.

Artisan

Weal

d20event
1Your work impressed a wealthy noble or merchant so much that he became a recurring customer. You gain one patron
2Your work won a local competition, gaining you a lot of notoriety. People in your community will remember the time you won
3You were commissioned to make a piece for a powerful individual, and your work became widely known. You will not have any trouble finding buyers for the items you craft, and influential people will beg you for commissions
4You were accepted into a prominent guild despite your young age. You gain the guild as a patron
5If applicable, a famous adventuring group used something you crafted. Stories of their exploits brought your work renown.
6You were able to apprentice under a renowned master of your craft. You gained a mentor.
7You crafted a gift for a pretty/handsome former neighbor, and he/she loved it. You gain one love interest(reciprocal)
8A major local institution like a temple or a university asks you to craft something for them.
9A powerful individual asked to recreate an item whose design was lost to time. You gain one obligation(quest) to create the item, and on the dm’s permission, you receive a stipend to fund the creation of the item
10You do not know how you did, but you were elected to some position in your local guild
11You learned a secret crafting technique from a strange fellow you met in the pub. With it, you could craft an item that nobody had ever been able to craft before in your area.
12One of your pieces was mistaken for the work of a legendary artisan. This brought short-term fame, though the truth later came out.

Neutral

d20event
1You picked up an odd item from a merchant you have been trying to reverse-engineer. You gain one Curio
2A friendly rivalry formed when another artisan in the same trade opened up shop right next to you. Did it stay that way?
3You were accused of stealing a design from a rival artisan. The charges were eventually dropped, but the bad blood between you and the accuser remains; you gain one rival
4You took on an apprentice who showed promise but proved challenging to manage.
5You received a strange commission from an eccentric patron. Their request was unusual but well-paying. If you fulfilled the request to the patron’s liking then you gain this patron as a contact(client)
6A minor noble commissioned a piece but vanished before paying. You still have the item.
7You were offered membership in your local artisan guild. If you took the offer you gain the organization as a patron. If not you gain a contact(associtate)
8You made a brief foray into local or guild politics; nothing came of it, but it was still an enjoyable experience
9It took some doing and much more beer than you were willing to drink, but you secured a favorable contract with a merchant for raw materials. You gained the merchant as a contact(client)
10You were contracted to create an item for a local festival or fair
11You entered a piece in a local competition you did not win, but it was a fun experience
12You caught a thief sneaking into your workshop

Woe

d20event
1Your or your master’s workshop was broken into, and your masterpiece was stolen. You wonder what became of it. You gain one mystery
2Your workshop burnt down, and you were forced to take out a loan to repair the damage, gain one obligation(Debt)
3A rival who passed it off as his own stole one of your designs. You gain one rival
4On second thought, you should have known that the thing the shady guy the cloak was asking for was illegal. You were arrested as an accomplice, and your reputation is ruined
5You injured yourself while crafting an item in a freak accident. You gain a lasting injury
6Unintentionally, you broke or damaged an expensive piece you created for a powerful patron. You were forced to start over from scratch, but the patron wants you to pay for the replacement. You gain an obligation in the form of the piece.
7You were blamed for a fire or other accident in town, and it took you months to clear your name.
8In a time of low work, you were saved from starvation by a mysterious stranger. However, you are in the stranger’s debt, and he keeps asking you to craft strange, somewhat unsettling things for him, each more elaborate than the last. You gain one obligation(quest) in the form of the latest request from the stranger
9You got into a fight with a rival artisan in a bar that resulted in blood being spilled. You gained a lasting injury in the form of a scar and an rival in the form of a rival artisan. If you already have a rival and they were the one involved in the fight, they become the enemy.
10You tried to propose to your sweetheart using an item you created, but the proposal went awry, and now you do not want to discuss it.
11You angered a customer who turned out to be a powerful magic user who cursed you. You gain one malus(curse).
12You angered somebody in the town government who made it his mission to drive you out of town. You gain one enemy.

Charlatan

Weal

d20event
1It took some doing, but you managed to charm your way into the graces of a noble family. Gain one patron.
2You managed to charm the daughter or son of a prominent family so much he or she has become smitten with you. You gain one love interest(admirer or reciprocal)
3You were invited to a ball or dance, where you had a chance to dance with the son or daughter of an important lord. Make a charisma check DC 17 if you succeed. If you fail, you gain the young lord or lady as a love interest(admirer or reciprocal). Otherwise, you gain them as a contact(friend).
4In one of your finer moments, you scammed a seasoned crime lord out of a massive amount of gold, which you promptly flittered away on the finer things in life before you split town
5A set of papers you forged for some nobody you meet in a tavern managed to get him or her a minor noble seat. He has been a steady patron for you ever since. Gain one patron
6You joined a heist crew as the grifter and forger, pulled a few jobs, and split amicably. You gain each of the members of the crew as contacts
7A legendary grifter took you under his wing and showed you the ropes. You still occasionally bump into each other from time to time. You make a game of inventing past histories for your current personas. You gain one mentor
8You managed to sell the same fake painting to no less than four different nobles, securing yourself a tidy sum of gold
9You charmed your way into the collection of an elderly merchant widow and made off with a few choice pieces of her collection, including an odd, seemingly worthless piece that you kept for some reason. You gain one curio
10You created a near-perfect forgery of a legendary treasure map and managed to convince a lord or merchant guild to fund an expedition
11A crime lord hired you to forge documents and paintings for him; he still occasionally forwards you tough jobs. You gain one patron
12You were invited to join a prominent thieves’ guild as their master forger.

Neutral

d20event
1You scammed an odd-looking Doda from an adventurer. You gain one curio
2One once took on an apprentice. He was a loveable oaf who nearly got you caught a few times but always managed to charm the mark into ignoring the faux paus.
3You overheard a juicy secret about a powerful family during one of your schemes. You haven’t decided how to use it yet.
4You impersonated a noble for a day and got away with it
5You once worked a big job with a partner. Did you leave on amicable terms? if not, your former partner becomes a rival
6You crossed paths with one of your rivals while both were mid-scheme at a social event. You keep up your personas while inventing a reasonable explanation for knowing each other
7As part of a scheme, you convinced a pair of noble families that the other was scheming against them. You wonder if that feud is still ongoing.
8You discovered a small scam that brings a steady income every time you pull it. When you run this scam, make a deception check determined by the dm if you succeed, you gain 1d6 gold.
9You were accused of pulling a scam by a merchant, but the charges were dropped; the merchant still does not allow you in the shop
10You had a dalliance with a woman or man of means, you still exchange love letters. You gain one love interest(reciprocal)
11You stumbled upon an underground gambling ring. You occasionally visit, blending in with the rogues and gamblers.
12You created a set of forged invitations to an exclusive event but never used them. They’re still tucked away in your belongings.

Woe

d20event
1You came within a hair width of being caught by a lord or chieftain of a settlement when the palace of lies you built collapsed mid-grift. You managed to escape, but now the lord and his men know you on sight, and a warrant for your arrest is still in place in the settlement
2You tried to con an old noble who turned out to be something much more powerful than the doddering old fool he or she appeared to be. You are now forced to work for them now. Gain one obligation(quest) in the form of the latest mission
3How did you know you were selling fake potions to seasoned adventurers? You left town before they returned short one of their members, but they still blame you for the death of their fellow and vowed to kill you on sight. You gain an enemy.
4One of the forged documents you created was discovered, and the man or woman you created it for sang like a canary. There is now an arrest warrant on your head
5You conned a magic user with some fake magic items. They managed to catch up to you before you fled town, and now you are suffering from a curse. Gain one malus(curse)
6You tried to con your way onto the grounds of a palace during a ball or feast, but the guards saw through your disguise. You barely made it out of there with your life, and you worry that they still recognize you
7A con went so badly that a brawl broke out. You escaped, but not before receiving a very noticeable injury. You gain one lasting injury
8In a stunning turn of bad luck, you were swindled by the target you were trying to con, leaving you with nothing
9You were working a con on a nobleman when a rival charlatan beat you to the punch and pinned the blame on you. You barely left town before your mark stormed in with the guard. You gain one rival.
10You were discovered mid-scheme and run out of town by an angry mob
11You were discovered mid-scheme by a power mark who let you go provided you do him a favor sometime in the future, and that favor came due. You gain one obligation(favor)
12You passed yourself off as an expert on demonology to get yourself hired by adventurers. One expedition into a particular dungeon ended badly, very, very badly. You still have nightmares about it to that day. You gain one trauma(ptsd)

Criminal

Weal

d20event
1Your work impressed the local gang boss, who has been funneling work your way and bribing others on your behalf ever since for a small share of the profits. Gain one patron
2You were hired to steal a unique item from a so-called impregnable vault, and you succeeded with flying colors.
3You were invited to join a prominent thieves guild. You gain the thieves’ guild as a patron if you choose to join. If you do not join you gain the organizaiton as a contact(associate).
4You took part in the perfect crime and managed to gain some notoriety in the criminal underground
5On a dare, you committed a crime against a powerful individual and walked away with a priceless relic
6You had a chance to study under a master criminal. You gain a mentor 
7You joined an infamous heist crew for a few legendary jobs, you still sometimes join up with your old crewmates, gain 1d4 contacts on the crew
8You decided to try playing the part of the dashing folk hero for a while, stealing from the rich and giving to the needy (including yourself). You gain an enemy in the form of the local authority figure, but the common folk still adore you 
9You lucked out on a big score and lived the high life for a while before the money ran out. They are still talking about that bout of reveling in the town where it went down.
10A rival criminal challenged you to a friendly competition to see who was best at some aspect of your craft. You won, but the competition was no longer friendly at the end. You gain one rival
11On a dare, you broke into the quarters of the most eligible bachelor/bachelorette in town and left a token for them. The second time was out of curiosity when you received a reply; by the third, there was a flame between you. Gain one love interest(reciprocal)
12.Some contacts in the criminal underbelly dared you to pull off an impressive feat (e.g., climb a tower, sneak into the royal ball, or pick the pockets of the guard captain). You succeeded, basking in the glory for days

Neutral

d20event
1You worked with a partner for some time; how did that end?
2In a heist at some old wizard’s tower, you stole everything that was not nailed down, including a strange relic. You gain one curio
3You took on an apprentice who quickly made it clear he was not suited for criminal work
4You joined a thieves’ guild and quickly climbed the ranks
5On a dare, you stole all the clothes from a lord’s wardrobe and replaced them with a jester’s motley while he slept
6One time, one of your rivals and you were going after the same prize at the same time. What ensued would have been comical if it had not happened to you two.
7A heist went perfectly until you discovered that one of the pieces of loot was cursed. You managed to unload the cursed object on an unsuspecting rube, but  it still troubles you how close you got to disaster.
8You posed a bard to gain intel on a target. Your cover was so convincing that a few locals still believe you are a famous bard
9You were planning to infiltrate a merchant caravan to steal goods; it was going well until you realized that the merchant was something more than a common peddler. Did you manage to get away okay
10You managed to pick the pockets of a famous adventurer and got away before he knew what had happened
11You fell in love with a rival criminal while on a job, and they returned the favor. You gain one love interest(reciprocal)
12Jumping onto a moving stagecoach to rob it seemed like a good idea at the time. Until a low-hanging tree branch hits you.

Woe

d20event
1You stole something you should have left alone and are now cursed. You gain one malus(curse)
2During a big crime, the guards walked in on you and were forced to flee town. You have heard that there are still wanted posters with your face plastered all over town
3A former partner of you double-crossed you and made off with the loot. You swore vengeance. You gain one enemy 
4You were arrested and sent to a hellish prison as punishment. You were able to escape, but the few weeks you spent on the inside traumatize you. You gain one trauma(ptsd)
5You tried to steal something from a warlock or a cult only for a servant of the group’s patron to corner you and force you into a deal; you do one favor for them, and they spare your life. Gain one obligation(favor)
6During a crime, you encounter a rival criminal or group of criminals after the same target, and a fight ensues. Both of you lost the target and left you with scars and injuries. Gain one lasting injury
7You made some mistakes and became indebted to a powerful crime boss or other individual. You have to pay the debt with interest, gain one obligation (debt)
8You crossed the wrong individual, and now there is a bounty on your head
9A crime went sideways big time, and you were forced to lay low for a few weeks, in which time you ran out of money
10You stole a magic item that presented you with a horrifying vision of your future when you touched it, gain one omen(bad)
11You were out celebrating after a big score when you somehow passed out. You wake the following day in an alley with nothing but the clothes on your back.
12You suffered a near-death experience in the execution of one of your crimes

Entertainer

Weal

d20event
1You performed for a king or other powerful individual and now are famous across the land. Admirers seek your autograph in every settlement you pass through.
2A prominent practitioner of your craft has taken you under his or her wing and taught you everything you know. You still keep in touch. You gain a mentor
3You performed at a local competition or tournament and won first prize. You are still famous in the place where the tournament was held, and you can expect people who were present to be fans still.
4Your performance caught the eye of a man or lady of a higher social rank than yours. You gain one love interest(admirer or reciprocal)
5You wrote a song/poem/play that was a hit; you cannot go anywhere without hearing other entertainers performing it
6You wrote a love song/poem/play dedicated to your current crush, and apparently, it had the desired effect, for they took an interest in you. Gain one love interest( reciprocal)
7You got to perform with a legendary performing troupe, and several members still keep in touch with you. You gain 1d4 contacts
8One night, a respected master of your craft and your idol were in the audience. After the show, he gave you words of praise
9A well-known art critic gave you a glowing review. Suddenly, every theater and noble in town wanted to host your performance, and they still do.
10A wealthy patron noticed your talent and offered to sponsor your performances. You gain one patron
11You were asked to perform at a major festival and performed your best. You gain a significant amount of recognition. You gain one token as a souvenir from the event and will encounter people who recognize you from the event. 
12In a dream come true, you performed alongside your idol in one mesmerizing performance.

Neutral

d20event
1You’ve acquired a persistent groupie with a crush who follows you around, gain one love interest(admirer)
2There was a minor mishap during a performance (a lute string snapped, an actor tripped, or you sneezed while reciting a poem), But you brushed it off and managed to keep on performing
3You were invited to perform at a local noble’s get-together or party. The evening went smoothly, but the patron promptly forgot about you
4You managed to gain a devoted group of fans who shower you with praise whenever they are within earshot of you
5You were chosen to be the opening act for a more established entertainer; while you did not get much prestige from the trim piece you performed, it was a memorable night
6You managed to get a small part in a much larger production. Although it was not your best work, you didn’t embarrass yourself either
7You entered into a performing competition or tournament. You didn’t win, but you didn’t make a fool of yourself either
8During a performance, a mysterious individual left a strange message with a calling card for you. Gain one curio
9A minor noble with an eccentric taste in music or art has interested you. They commission small performances from time to time. Gain one patron
10You collaborated on a group performance to moderate success. You stayed in touch with your collaborators.
11You managed to turn the tables on a heckler mid-performance to the laughter of everybody in the audience
12You managed to outperform one of your rivals in a live performance.

Woe

d20event
1One of your performances went over so badly that you were chased out of town by an angry mob. Make a DC 15 check with a relevant skill for escaping a mob. If you succeed, you gain one trauma(self-doubt) as you escape without harm; if you fail, you gain one trauma(self-doubt) and one lasting injury.
2You performed a stinging satire about one of the local authority figures. Unbeknownst to you, said authority figure was in the audience. They have been trying to make your life miserable ever since. Gain one enemy
3You had a dalliance with a married man/woman that ended badly. You gain one enemy
4Your first performance of a new song/poem/play did go as you expected. People in that town still talk about the performance with stifled giggles.
5You gained one enemy: a persistent, talented, and malicious heckler who pursues you from town to town, ruining your performances.
6A former friend in the business stole a new piece you wrote and passed it off as their own. You gain one rival
7A well-known art critic gave you a scalding review. For months, you could not find a venue where you could play
8One night, a respected master of the craft and your idol were in the audience. You can still remember vividly the displeasure in his eyes throughout the entire performance
9There was an accident on stage that prevented you from performing for a month and left you with scars to remember that dark time. Gain one lasting injury
10You were accused of plagiarizing another entertainer’s work, significantly damaging your reputation
11A performance resulted in significant damage to a venue you were performing at. You are banned from performing in that town again and still owe the venue owner a considerable amount of money. You gain one obligation(debt)
12You were coerced into performing at a criminal gathering and saw something you were never supposed to see. You were threatened into keeping your mouth shut. Gain one obligation(Secret)

Farmer

Weal

d20event
1You entered a competition for one of your farm animals and won first prize. People still remember your victory in your hometown
2You had a bumper crop one year and managed to purchase a few luxuries you would never been able to afford otherwise
3You are unsure how you did it, but you convinced a merchant to buy your produce at an increased price consistently. You gain one contact(client) in the form of the merchant and 1 extra gold piece when you start
4You convinced a druid or wizard to enchant your fields or livestock. For a single growing season, your produce grew to massive sizes. People still talk about how big your _________ were.
5You acquired a farm animal that produced superior milk or wool. You became moderately well-known for these animal products
6You became well known for breeding __________, so much so that the local nobility took an interest. You gain a patron among the nobility in your hometown
7You bought strange seeds from a merchant and planted them to see what would happen. These seeds proved to be a previously unknown crop that became very popular. You gained some fame in your hometown for growing. You still have some of the seeds. You gain one curio
8You discovered a weird trick that increased crop yields for you and your neighbors. They are still using the trick to this day
9You donated a large portion of the crop to a local temple. The next growing season, you had a bumper crop. People say that it was a divine intervention
10You saved a fellow farmer’s crop from destruction during a flood or drought. They owe you a debt of gratitude. You gain one contact(debt)
11You befriended a satyr or pixie who taught you a trick to grow bigger crops on the condition that you tell nobody the secret. You gain one obligation(secret) and one contact(friend)
12You accidentally discovered a small cache of relics on your land that you sold to a traveling merchant. You gain 1d6 gold at character creation

Neutral

d20event
1You found a strange doda while digging in your field, it sat on your mantle for a while before you took up adventuring, gained one curio
2You once found a funny-looking piece of produce in your field or garden.
3For some reason, one of your neighbors decided to become your rival. He tried to outdo you at every fair and festival, Gain one rival
4One of your farm animals developed an unusual personality quirk—such as acting like a guard dog or trying to sing. It became a local curiosity.
5Out of the blue, one field produced a bumper crop of extraordinary scale. You could never replicate the yield again on that field, and the locals whispered it was either a sign of divine favor or the work of a magical benefactor.
6You had a brief stint in local politics and gained a minor possession, such as an ale tester or land surveyor.
7You once sold a horse to a traveling adventure who went on to do great things
8You participated in a local harvest festival competition but only came in second place.
9You managed to make enough money one year to expand your farm by building a new silo, henhouse, or barn
10You managed to catch the eye of one of your neighbors, gain one love interest(admirer or reciprocal)
11There was one season when one of your farm animals kept getting out of its pen, and you kept finding it in the strangest places 
12You won a strange doda off one of your neighbors in a bet, gain one curio

Woe

d20event
1One year, you had an especially bad harvest and were forced to take a loan from a loan shark to make ends meet. You are still paying off the interest on that loan. You gain one obligation(debt)
2One of your farm animals went missing, and you injured yourself when you went looking for it. You gain one lasting injury
3Your farm was raided by brigands or monsters. You tried to fight them off but were injured. Gain one lasting injury
4One night your barn/silo/henhouse burnt down, taking your prized _______ with it
5For some reason, your local landlord/sheriff/authority figure did not like you and took every opportunity to make your life as miserable as possible. You gain one enemy
6You got into a dispute with another farmer, other property rights, or something that got physical. Some of your neighbors broke it up before you hurt each other, but you both hated each other ever since. Gain one rival 
7You became the favorite target of a group of young vandals led by the son of the local nobleman. They pulled all sorts of nasty pranks on you, but the boy’s influential parents shielded him from any repercussions of his actions. You gain one enemy
8You upset a fey creature, and they took it out on your farm. For months, everything that could go wrong did go wrong with the sound of giggling, making it clear who to blame. At your digression they are still act as your rivals.
9A disaster destroyed a large portion of your crops, leaving you with little to sell. You had to rely on your neighbors to make it through the season. Gain one obligation(debt) to a neighboring farmer.
10Your hometown experienced a massive drought one summer. All the local farmers struggled but you had it rougher than most, losing most of your livestock or produce. 
11While expanding your farm, you accidentally disturbed a gravesite or other sacred place you did not know existed and were cursed. Gain one Malus curse
12A con artist sold you some bogus miracle fertilizer for almost everything you had. You want more than anything to get back at them. Gain one enemy.

Guard

weal

d20event
1You participated in a major bust that gained you a modicum of recognition from your superiors and colleagues. You serve as a guard whenever you are in town; your old buddies will seek you out for a friendly drink. Gain contacts in the form of your old guard mates.
2It was sheer luck that a notorious outlaw was trying to sneak through the gate you were guarding in a relatively poor disguise. Your quick thinking led to his capture and you gaining a promotion. You gain one the outlaw as an enemy and your former community as a patron 
3Through hard work, you managed to gain promotion to guard officer, and you still have the badge. You gain one token and a subset of people in your community(including guardsmen) will defer to your authority
4Your old commanding officer took a shine to you and fast-tracked your way to promotion. You gain one patron.
5You saved a young woman/man from a rouge who took an interest in you romantically. You gain one love interest(admirer or reciprocal)
6You saved a wealthy merchant from a holdup, and they promised to owe you one. You gain one contact(debt)
7You took quick action during a crisis and were lauded as a hero in the community. Everybody in town will remember you fondly, and if you ever return, you can expect that drinks will be on the house
8You saved a child from a precarious situation; the child’s family is in your debt. You gain one contact(debt)
9You were chosen to serve as part of the escort for an important person; your fellows were green with envy for weeks afterward.
10For a time, you were given one of the best assignments on the force.
11You caught a burglar robbing a shop, and the shopkeeper gave you a small item as a keepsake. Gain one token
12You were instrumental in fending off a major attack by marauders or monsters and were given a medal for your bravery. Gain one token

Neutral events

d20event
1You got close with your old comrades on the force; You gain one contact(friends)
2You swipe an odd item from a bust you have hung onto. You gain one curio
3You had a fling with your commanding officer’s son or daughter, gain one love interest( reciprocal)
4It was pure bliss seeing that pickpocket realize that you were right behind him when he put his hand into a merchant’s pocket
5The best part of being a guard is doing __________ every night
6A legendary group of adventurers came to town fresh from a big haul. You won the pool on who would be brought in first on drunk and disorderly. You gain 1d6 extra gold at character creation
7You once fell asleep on your feet during an important duty, nobody noticed
8You once arrested somebody famous for a misdemeanor, much to their annoyance
9You once arrested someone famous for a felony; they threatened you as you hauled them away. You gain one enemy
10You developed a healthy rivalry with a bunch of troublemaking kids
11You still remember that wild time when all hell broke lose at a festival or fair.
12You took part in a manhunt when a master thief stole all the lord mayor’s clothing and replaced them with a jester’s motley

Woe

d20event
1Your commanding officer did not like you and stifled your career at every opportunity. Gain one enemy
2You slipped up at the very end of your shift, and an evil man wanted for ________ managed to slip right by you. You cannot forget the tongue-lashing that your commanding officer gave you. You gain one trauma(shame)
3You caught some of your fellow guards doing something illegal and reported it. They were severely punished, but you became a pariah in the force. You gain the punished officers as enemies
4You caught your commanding officer doing something illegal, but the officer got you kicked off the force before you could report it by framing you for his misdeeds. You gain one enemy.
5A criminal managed to get leverage on you and has been blackmailing you ever since. He occasionally calls upon you to do favors for him. Gain one obligation(blackmail)
6You got blamed for some form of disaster regardless of whether or not it was your fault
7A criminal you were chasing got the drop on you, and you nearly died as a result; you were patched up, the near-death experience haunts you. You gain one trauma(ptsd) and a lasting injury
8You screwed up big time in a crisis, and people got hurt as a result. Nobody knew that you were to blame but you still blame yourself. You gain one trauma(shame)
9You should have heeded that odd merchant’s warning before inspecting his wagon. Now you’re suffering from a curse. Gain one malus(curse)
10The town you were working in was attacked by a legendary monster, and you barely survived; you gain one trauma(ptsd)
11You were injured during an attempt to break up a bar fight and had to be put on leave. You gain one lasting injury
12You were placed on the worst duty on the force for a year and endured the jeers of your fellows.

Guide

Weal

d20event
1You were able to study under the tutelage of a famous ranger or druid who still keeps in touch with you, gain one mentor
2You befriended a playful, fey creature such as a pixie or a satyr in the wilderness you once called home. You gain a contact(friend) in your old stomping grounds
3You stumbled upon ruins and found a weird relic in the ruins you kept as souvenirs. You gain one curio
4You rescued a lost child or heir in the wild, gaining the gratitude of their family. YOu gain one contact(debt)
5You once led a well-known adventuring party through the wilderness, and they gave you a small memento to remember them by: gain one token
6You found an injured wolf pup or bear cub and nursed it back to health. With your dm’s permission, you gain a pet
7You were able to warn a village of a pending natural disaster, and they lauded you as a hero. You can expect a warm welcome if you return to the town.
8You helped a druid out of a tight spot. He has been repaying you by providing healing when you need it. Gain one contact(debt).
9You discovered a previously unknown trail through hazardous terrain, reducing travel time for locals.
10You discovered a hidden oasis or natural spring, and news of your discovery reached far and wide. People will approach you seeking info on how to find the spot, and you can make one gp per person if you choose to sell it for gold.
11You chased down a rumor of a breathtaking vista and found it. It was just as breathtaking as the rumors say
12You once led a lost caravan out of dangerous terrain, and they still speak of your bravery. Gain 1d4 friendly contacts in nearby settlements.

Neutral

d20event
1When you camped in an ancient cave, you found equally ancient and mysterious carvings, gain one  curio
2A pack of wolves followed you at a distance for days, but they never attacked
3You found an ancient ruin in the wilderness, you found nothing interesting there, but it was still a cool discovery
4You discovered a rare herb or plant in the wilderness
5Somebody in town took a romantic interest in you and always stopped to talk to you before you left, gain one love interest(admirer or reciprocal)
6You found a mineral seam out in the wilderness and sold the location to some dwarfen prospectors. You gain 1 additional gp at character creation
7You helped a few lumberjacks/hunters out of a tight spot, and they have been paying you back with drinks at the local pubs. Gain 1d4 contacts
8You gained a persistent client in the form of an eccentric wizard who regularly went out into the wilds to gather potion ingredients. You gain one contact(client)
9Another guide taught you a survival trick that proved helpful
10An adventuring party became a routine client, and you got close to the group’s bard. You gain one contact(friend)
11You managed to make a deal with a powerful fey; they let you pass through their territory with people, and you have to do a favor for them. You gain obligation(favor)
12You found the perfect campsite

Woe

d20event
1A rival guide spread rumors that you were a bandit and several of the towns in the region fell for the slander. You gain one rival
2You angered a fey creature by trespassing on their domain, and they cursed you, gain one malus curse
3A group member you were guiding disappeared without a trace despite your best efforts to find them. The memory of that affair still haunts you to this day.
4You unwittingly damaged an ancient site of power, which angered a powerful fey or druid who is now forcing you on a quest to make things right, gain one obligation(quest)
5A disaster left you stranded in the wilderness without your gear or supplies. You managed to make it back to civilization, but just barely. You would rather not talk about the ordeal. You gain one trauma(self-doubt or ptsd)
6You were caught in a rockslide, suffering severe injuries. Gain one lasting injury.
7A powerful client blamed you for their personal failure and vowed to ruin you. Gain one enemy
8A sudden disaster like an avalanche or flood killed the party you were guiding through the wilderness, and they were killed. Nobody blamed you for the accident, but the memory still haunts you to this day. Gain one trauma(guilt)
9You were attacked by a wild animal who mauled you before running away. You gain one lasting injury
10A party you were escorting turned out to be a criminal, and you saw something you should not have seen; they attacked you and left you for dead in the wilderness. You gain one enemy
11You came this close to being barbequed by a dragon; it was a terrifying experience. You gain one trauma(PTSD)
12You came across a group of monster slavers. It took some doing and several days of hard travel, but you managed to give them the slip

Hermit

Weal

d20event
1You healed an injured animal, and soon, every friendly animal in the wilderness was lined up by your door in hopes of getting some healing.  Gain d4 contacts(friends) among the animals around your former home.
2You found an injured animal and nursed it back to health. With your dm’s permission, you gain a pet
3During a period of meditation, you had a vision of the future. The exact context of the vision is unclear, but it seems positive; gain one omen(good)
4You rescue a magical creature from harm, and it occasionally visits you.
5You saved the child of an important person who got lost in the woods; the family is in your debt. You gain one contact(debt)
6You befriended a local treant, pixie, or dryad; you fondly remember your chats. You gain one contact(friend)
7You found a spot that seems blessed or something similar. When you meditate there, you gain one die of inspiration. There might be other effects as well. If you are near where you once lived, you can find your way back to the spot after 1d4 hours of hiking
8You learned where to find a particularly valuable magical herb in the wilderness. If you spend a day forging in the wilds, you can find 1d6 gp worth of these herbs
9You witnessed a rare and awe-inspiring site like the passage of the wild hunt or a gold dragon in flight.
10You became renowned to the folks of a nearby village as a healer and seer. Gain the folks of the village as contacts
11You once encountered an adult metallic dragon and chatted about philosophy with it. The dragon seemed moved by your words. You wonder if the dragon remembers you.
12You found a strange field of flowers not far from your home. They seem magical, although you have not figured them out yet.

Neutral

d20event
1You discovered ancient ruins not far from your home
2A lost adventurer stumbled upon your home, leaving behind a mysterious trinket before departing. Gain a curio.
3A curious traveler stumbled upon your home, asking you a question you couldn’t answer.
4Your experiments with brewing or crafting resulted in a mildly useful but unreliable creation.
5You stumbled onto an unusual and quite humorously shaped rock formation
6For some time, a strange animal has visited your home to observe you for a few minutes before leaving
7You would occasionally cross paths with another hermit out in the wilderness and would trade news and philosophical ideas
8You learned that a nearby settlement holds a strange, unfounded superstition about you, which caused you to chuckle slightly
9You accidentally stumbled into a territorial animal’s den but escaped unharmed.
10You spent weeks chasing down a rumor about a lost library in the wilderness, only to return empty-handed
11You have experimented with crafting potions that do zany things to varying degrees of success
12After one too many failed experiments, you decided to stop trying to brew coffee from leaves and bark.

Woe

d20event
1One day, monsters or brigands raided your home and stole everything that was not nailed down; you had to go into town to get new supplies on loan. You gain one obligation(debt)
2A natural disaster destroyed your home and belongs forcing you to start over
3You invited a traveler to stay with you only for them to steal your greatest discovery. You gain one enemy
4You fell victim to a trap set by a hunter while foraging and gained one lasting injury
5During a period of meditation, you had a vision of the future; it terrified you; gain one omen(bad)
6Your experiments with alchemy or magic went wrong, leaving you cursed. Gain one malus curse
7A plague of bad luck befell a nearby village; they blame you for their suffering and vow to string you up if they catch you. You fear that they still might feel that way. Gain one enemy
8You accidentally angered a local fey, and they cursed you. You gain one malus
9A particularly ill-fated experiment left you too sick, weak, and too in pain to move for several days.
10A rival you did not know you had snuck into your home and destroyed some of your research, gain one rival
11You were the victim of a savage animal attack that nearly killed you. Gain one trauma(PTSD)
12A natural disaster struck while you were away, destroying your home and any stored supplies.

Merchant

Weal

d20event
1A wealthy merchant decided to take you under his wing. You still keep in touch, gain one mentor
2You were invited to join a prominent merchants guild. If you join, you gain one patron; if not, the guild stays in contact with you. You gain one contact(associate)
3An eccentric noble bought your entire stock of a certain good at an inflated price. You still have a little bit of the money left over. You gain1d4 gp at character creation
4You make a deal with an extra planer trader for goods from somewhere else in the multiverse. You gain one contact(client) and have a fair idea about where this contact is at any given time
5You gained a reliable buyer among the nobility for a certain good, gain one contact(client)
6You were invited to a party or ball and met a man/woman who made your heart skip a beat. You’ve been exchanging romantic letters ever since. Gain one love interest(reciprocal)
7In a stroke of fortune, you had a load of goods that a village stricken by a disaster desperately needed. The people of the village praised you despite you inflating the price of the good slightly, gain one contact(associate) in the form of the village
8You made a legendary deal that your fellow merchants are still discussing today. They will recognize you on sight and give you slight discounts to honor one of the greatest among them
9Fortune smiled upon you, and you found a trove of goods seemingly abandoned in the wilds or at sea.
10You discovered a source of a rare good that nobody else knows about. You know how to find this source and can sell these goods for 1d10 gp per trip
11You helped a noble family in their time of need, and now they owe you one, gain one contact(debt)
12You have garnered a working relationship with an archmage; you supply him with supplies at bargain rates, and he trades you potions, magic items, and favors; gain one contact(client)

Neutral

d20event
1You gain a reliable supplier for a certain good, gain one contact(client)
2You managed to snag the collection of an eccentric mage to resell; you kept one of the items from the collection. You gain one curio
3You took on an apprentice for a while who quit after getting bored of the merchant life and little pay
4You joined a merchant consortium for a little while before it collapsed, gain several contacts in your fellow merchants
5You caught a thief as he was trying to rob your wares.
6You gained a contact(client) in the government of either a town or nation who helps you avoid legal troubles
7Through a mistake in paperwork, you ended up with dozens of crates of potatoes instead of the wine you bought
8You invested in a ship and captain. You have been getting small returns ever since. Gain one contact(associate) and a trickle of 1gp per month
9You once spent a week tracking down a rumor about a particular type of rare good only to find a charlatan selling knockoffs
10You acquired an art object that you have been struggling to sell for some time. You still have the item in question. You gain a 25gp art object that nobody wants to buy
11You found something weird stuck at the bottom of a crate of goods you were trying to sell. Gain one curio
12You have a merc you regularly hire for bodyguard duty, You gain one contact(associate)

Woe

d20event
1You were robbed by bandits and left for dead. You have sworn vengeance against the bandits. Gain one enemy.
2You made bad deals and were forced to take a loan to cover your losses. Gain one obligation(debt)
3A charlatan sold you some bogus goods for a steep price. If you ever find that con artist again, you swear you’re going to wring his throat. Gain one enemy(personal)
4One of your former business partners turns on you after a dispute, swearing to ruin you. You gain one rival
5You were blackmailed into working as a fence for a thieves guild. You gain one obligation(blackmail)
6A massive storm kept you stranded in town for weeks, at which time your goods spoiled. The cost of acquiring replacement goods nearly ruined you
7You were accused of fraud by a lord and arrested. You were later proven innocent but the whole affair was traumatic. Gain one trauma(ptsd)
8You were betrayed by a former business partner. Gain one enemy or rival
9A contract for a local lord turned out to be smuggling __________. The Lord has threatened to kill you if you breathe a word of this to anyone else. Gain one obligation(Secret)
10A contract was going well until ________ happened, and everything went sideways
11Haggling with that wizard was not such a good idea after all. She cursed you just before she left your shop. Gain one Malus curse
12You acquired a load of cursed, defective, or damaged merchandise. It took ages for you to offload them

Noble

Weal

d20event
1You were chosen to escort or be escorted by the heartthrob of the court, romance soon followed. You gain one love interest(admirer or reciprocal)
2You were chosen to be the designated heir for some reason you never have been able to discern despite having older/ more able siblings
3Your caretakers recruited a master of _________ to be your tutor. You fondly remember your tutor. Gain one mentor
4You found yourself in a love triangle with another noble. The object of your shared affect favors you over your rival. You gain one love interest  and one rival(reciprocal)
5You were in a duel with a nobleman due to your petty disagreement. You won the duel. You gain a modest amount of fame among your peer group and one rival
6A king or noble of higher station took a liking to you. You gain one patron
7An adventuring relative made a name for himself, and you were able to bask in the fame by association for a while
8You were invited to a gathering at the palace of a noble of higher station than you and befriended a powerful noble or dignitary. Gain one contact(friend)
9Your family hosted a tournament or other event in which you demonstrated your talents to the community at large, gaining you a lot of recogniton
10A nobleman of higher rank or king has tasked you with some grand quest due to your skill or talent, promising anything you desire as a reward. Gain one obligation(quest)
11You managed to discover a compromising secret about one of your fellow nobles. You swore that you would not reveal the secret for a favor in return. Gain one contact(debt)
12You were selected to represent your house in the tournament, and you excelled. Your fellows still talk about your victory to this day.

Neutral

d20event
1Somehow roped yourself into performing some form of epic quest, gain an obligation(quest)
2You found a weird relic in a forgotten corner of the manor or palace. Gain one curio
3You found yourself in a love triangle with another noble. You gain one rival
4Your caretakers betrothed you to a noble you have not met
5You were in a duel with a nobleman due to your petty disagreement. The duel was broken up before you won or seriously injured each other. You gain one rival
6You were sent to another noble household for formal training. Gain one contact(associate) from the host family.
7While at an important event, you nearly ruined your reputation by offending your host, it took a few hours of apologies to smooth things over, and people still occasionally bring it up to this day and it embarrasses you every times
8You got drunk at a party and flirted with a noble who would not be considered traditionally attractive. To your surprise, she must have taken the word seriously. You gain one love interest(admirer)
9The head of your house forced you to take remedial lessons due to an incident at a party. It was pure torture
10You still cannot believe that __________ happened at the royal ball
11During an outdoor event, you suffered a minor embarrassment (for example, being thrown off your horse or tripping into the mud). Your peers will occasionally recount the event fondly
12You received an expensive horse as a gift. At the dm digression, you gain one horse

Woe

d20event
1You made yourself look like a fool in front of the entire court. People still do not take you seriously, gain one trauma(self doubt or bad memory)
2You found yourself in a love triangle with another noble whom the object of your shared affections favors over you. You gain one rival and one love interest(crush)
3You were in a duel with a nobleman due to your petty disagreement. You not only lost the duel, you barely survived. You gain a lasting injury, a trauma(PTSD or shame)  related to the event, and one rival
4Your family became embroiled in a scandal that damaged your reputation
5Your caretakers accrued significant debt, and you are expected to help repay it. Gain one obligation(debt).
6An attempt to outmaneuver a rival backfired spectacularly. You Gain one rival, and your fellows in the nobility will treat you with either good-natured jeers or cold indifference
7A contact betrayed you at court, gained one rival, and lost one contact
8An unfit, younger or lesser sibling or relative has been chosen to inherit instead of you, causing significant embarrassment. You gain one rival in your family
9You were exiled from court for some faux pau. You can expect a blatantly hostile reception at court if you ever return
10A rival nobleman paid a hag to place a hex on you. His position protects him or her from justice. Gain one enemy and a malus(Curse)
11You nearly became embroiled in a scandal only to be saved at the last moment by another nobleman; however, it is clear that you are in his debt. Your reputation at court is slightly tarnished, and you gain one obligation(Debt)
12You were betrothed to another noble who was not a good fit for you. The public discord between you and your betrothed has been a hot source of gossip ever since. Gain one obligation(familial) and expect everybody in the nobility to gossip about your love life

Sage

Weal

d20event
1You found a rare and forgotten book deep within the collection at whatever institution you were a sage at, and it brought you a lot of respect from your peers
2You could study under a renowned sage, and said sage took a shine on you. You gain a mentor
3You published groundbreaking treaties that garnered widespread acclaim. Most members of your craft recognize you on sight, and you can expect a friendly welcome at most institutions of higher learning
4You were chosen to be part of an important expedition. It was uneventful overall, but you made a few friends among the other expedition members. Gain 1d4 contacts
5You helped preserve ancient texts or documents during a crisis. Your former colleagues will fondly remember you and welcome you back with open arms if you ever return to your alama matter.
6You were chosen to guess a lecture at another institution. The lecture went over well. You gain 1d4 contacts at the institution in question and a reputation among similar institutions as an expert in your field
7You were invited to join a prestigious institution or sages guild, gain one patron
8A noble patronized your research and has continued to do so ever since.Gain one patron
9You discovered a celestial event or new star and got the chance to name it
10You befriended a sage who was later hailed as a visionary. Gain one contact(friend)
11Stuffed in a random book, you find a note describing the location of an ancient ruin with a supposed treasure in the form of a riddle. You gain one mystery
12You had the chance to study a type of dragon close up and published a book on the mating habits of said dragon, which went on to become a best-seller

Neutral

d20event
1A former colleague sent you a letter with a question you still have not been able to answer; gain one mystery
2You were forced to take on an apprentice who was not cut out for research 
3You discovered a piece of a mysterious document sandwiched between two pages in a book. You gain one mystery
4You participated in an exchange program with another institution, or your master’s was part of a joint research project with another sage. You gain contact(associate) with the other groups in the project
5Your mentor was an odd fellow but also a genius. You have many stories of the odd things that happened during your studies under them. You also gain the mentor as a contact(associate)
6You were unexpectedly advanced to a position of greater responsibility. While this brought prestige, it also brought stress and new obligations. Gain one obligation.
7One of your published works sparked a heated debate. While it brought attention to your name, it also divided your peers. You gain a rival
8A major discovery brought you sudden but fleeting fame in the academic community
9You were invited to perform fieldwork in an unusual location.
10You found an out-of-place artifact during fieldwork and have not been able to figure it out ever since. Gain one curio
11You encountered a passage or formula in an ancient text you couldn’t understand. It haunts your thoughts. Gain one mystery.
12For some reason, you never can remember _____________.

Woe

d20event
1Your master or one of your superiors did not like you for some reason and made your life hell. You gain one rival
2You learned the hard way that it’s not just the contents that make some books dangerous. You one malus(curse)
3A rival plagiarized the paper you wrote describing your latest discovery. You gain one rival
4You were passed over for a significant position or honor despite your qualifications. Gain one rival
5You discovered one of your fellows performing dangerous and immoral experiments, but they engineered your downfall before you could report them. Gain one enemy
6You discovered that the institution or master you worked for conducted dangerous and immoral experiments. You were forced to vow never to reveal what you discovered at risk of death or worse. You gain one obligation(Secret)
7You were injured in a magical lab accident that destroyed much of your research and left you severely injured. Gain one lasting injury, and you lose your reputation among your peers.
8Your theories were deemed heretical or foolish by peers who shunned you. You can expect a cold reception if you ever encounter them again
9You unknowingly worked with a corrupt or evil organization on a project that furthered their goals. They are still forcing you to work for them on occasion. Gain one obligation
10Your research discovered a dark secret that upturned everything you thought you knew. The knowledge of this secret still haunts your dreams. Gain one trauma(self doubt) and one obligation(Secret)
11An argument with peers or leadership led to your ostracism from a prominent institution. You gained one rival and lost one contact.
12There is one very specific field of study you cannot get for some reason. Gain the malaus, I suffer from a disadvantage when I make a check to recall knowledge on ______________

Scribe

Weal

d20event
1You were chosen to illuminate an important manuscript; the results speak for themselves.
2A noble became enamored with your illumination work and patronized you for more work. Gain on patron
3You were hired to serve as a scribe to an important person and handled the duty excellently. You gain one patron
4Your calligraphy was declared a masterpiece by a patron. You are now well known among the nobility and scholars for your work, and they will beg you to work for them. You will have no problem gaining steady employment
5A renowned scribe took you under their wing, recognizing your talent. Gain a mentor
6You were invited to join a prominent institution or scriptorium. Gain one patron
7You signed up to be the official scribe of a merchant venture and got to travel to many distant lands. You gain 1d4 contacts in the lands you visited
8You were hired to create a geology for the royal court, and they were so impressed by your work that they offered to hire you on the spot. You gain either a patron or a contact(associate)
9You saved an ancient, crumbling manuscript by transcribing it before it was lost forever. Gain one curio and one contact(associate) in a library or institution
10While transcribing a grimoire or book of lore, you discover someone left notes in the margins. The notes suggest the taker was trying to find an ancient lost city. Gain a mystery
11You created a famous work of fiction or a compilation of myths. Anyone in the scholarly world recognizes you on sight.
12You learned that one of your illuminated manuscripts was purchased by an important individual, and you take pride that your work has gained such attention

Neutral

d20event
1A mysterious individual asked you to transcribe a strange and cryptic text. They paid well, but something about the whole affair left you uneasy. You gain 1d6 additional gp at character creation and one mystery
2A client disappeared before paying you for the elaborate document you created, gaining one obligation(debt)
3Your masterpiece was stolen before you presented it; you still wonder why the thief stole it. Gain one mystery
4A tight deadline forced you to cut corners on a project, leaving you dissatisfied with the result
5You had a falling out with a colleague over methodological differences; You gain one rival
6You illuminated a manuscript with some novel designs but failed to find a buyer for the price. You gain a token in the form of your failed experience
7A noble or scholar requested a peculiar commission involving strange symbols or languages. Gain one contact(client) and one mystery.
8A superior gave you an impossibly large task; did you finish it on time? If so you gain a trauma(PTSD)
9While transcribing a document for a client, you realize it contains information banned by local authorities. The client swore you to secrecy. Gain one obligation (secret).
10One of the novice scribes played a prank on you, and you did not find it funny.
11You decided to create a personal family tree for yourself as a fun project
12Your boss decided to give you a vacation after eight straight months of work

Woe

d20event
1One of your superiors did not like you for some reason and endeavored to make your life miserable. You gain one rival
2You were chosen to illuminate an important manuscript and messed up. The client is still forcing you to pay for the replacement. Gain one obligation(debt)
3You were blackmailed or coerced into creating documents for an unscrupulous client.
4A rival scribe took credit for your painstaking work; gain one rival
5You unknowingly created a document that was used to incriminate someone unjustly. You now feel obligated to set things right. Gain one obligation(quest)
6You accidentally uncovered something dangerous while working on a manuscript. Now somebody is after you. Gain one enemy
7You transcribed a manuscript with disturbing or strange content, leaving you shaken. Gain one trauma(self doubt or bad memories).
8While working on some accounting documents, you discovered evidence of a crime. Before you could report it to the authorities, the perpetrator caught up to you and threatened you into secrecy. Gain one obligation(secret) and one enemy
9You were blamed for a disaster that destroyed an archive or scriptorium, and you were thrown out of your former workplace. You can expect a cold reception if you ever return.
10Magical documents are tricky to work with, and you learned that some can also be dangerous. Transcribing a cursed book without proper protection in place left you cursed. Gain one Malus curse.
11A fire broke out in the scriptorium, and you barely escaped. However, all your work was destroyed
12You were forced to work 18 hours a day, 7 days a week, for 6 weeks. You were lucky not to suffer a psychotic break; at least, you assume you did not suffer a psychotic break. Gain one trauma(?)

Sailor

Weal

d20event
1You managed to sign onto the crew of a legendary ship. You gain one token of your service to the ships and awe of every other sailor you meet.
2One moonlit night, you encountered a mermaid on a beach, dock, or rock. You sat all night talking. The mermaid seeks you out when you’re in port. You are starting to wonder if this is what love feels like. Gain one love interest( reciprocal or crush)
3Your captain or another higher-ranking crew member took a shine to you and worked to accelerate your way up the ranks. You gain one patron
4You were promoted to first mate of your ship. Your crewmates were green with envy. You gain your former captain as a patron
5You were instrumental in repealing the boarding during a pirate attack. Your crew celebrated your bravery for months. If you re-encounter any of them, they will remember you fondly and will insist on buying you a drink.
6While on shore leave, you learned about the location of buried treasure from a dying pirate. Gain one Mystery
7You won big in a game of cards while in port. You spent it all as fast as you got it but the gold still netted you a few friends in that port. Gain 1d4 contacts
8You scraped and saved for the entirety of your career as a sailor, and now you have almost enough gold in the bank to buy a used ship
9Your ship discovered a sunken treasure or raided a pirate stash, and you received a small but valuable share. Gain 1d8 additional gold at character creation
10Your ship discovered an undiscovered island, and you had the chance to name it
11You had a fling with your captain’s daughter or son. You gain one love interest(reciprocal)
12You discovered underwater ruins on a voyage. You did not have the equipment to explore them, but remember the coordinates. Gain one mystery

Neutral

d20event
1One day, you decided to go fishing over the ship’s rail, and you caught the biggest fish you or the crew had ever seen. Your former crewmates still talk about your catch.
2You saw a rare creature out at sea and were awestruck by it
3You heard singing out at sea from an unknown source. You swear you heard your name as part of the lyrics. Gain one mystery
4In some port town you cannot remember the name of, you won an odd curio in a game of cards. Gain one curio
5In a faraway port, you met a young man/woman you instantly attracted to. You still seek each other out when you’re in port. Gain one love interest(admirer, crush or reciprocal)
6You visited a wonder of the world while you were in port
7Your ship weathered a ferocious storm, but you came out the other side all right
8A disagreement with a fellow crew member escalated into a brawl. You came out unscathed, but the other party was a sore loser. Gain one rival
9The ship you were serving on unknowingly transported illicit goods, which led to some tense questioning at the port. You and your crew avoided trouble by the narrowest of margins
10On one voyage, there was a mix-up in the ration procurement, and you had to eat nothing beans and fish for the entirety of the journey
11In port, you met a smuggler who talked you into doing some jobs for him. Gain one contact(associate)
12Your crewmates gave you an education in what crews do to drunken sailors. (See Shanty Drunken Sailor for ideas)

Woe

d20event
1You survived a shipwreck that claimed the life of everybody else on the ship you were serving on. 
2You gain a reputation for bad luck that proceeds you everywhere you go; every ship you served on has come to bad ends
3You are the lone survivor of an attack by sanguine, merrow or a kraken> The event still gives you nightmares, so gain one trauma(PTSD)
4You were stranded on a deserted and inhospitable island. That island nearly drove you mad with loneliness before you were saved
5The ship you were on was attacked and captured by pirates who sold you into slavery
6You got into a bar fight while on shore leave, were arrested, and spent a few months in prison. 
7You signed aboard a ship that had the meanest captain you ever met. That voyage was the worst you ever experienced.
8You thought signing on to a pirate crew would be romantic. You have been trying to forget the horrible things you did ever since. Gain one trauma(Guilt or shame)
9You signed on to the worst ship you’ve ever seen (See the folk song Barret’s Privateers, for example). The voyage was hell from start to finish. You gain one trauma(PTSD)
10There was an accident on a ship that left you bedridden for months. Gain one lasting injury
11You lost everything, including the shirt off your back in a crooked game of cards. You had to borrow money to get new gear from a shady character. Gain one obligation(Debt)
12Your precious keepsake was stolen from you by one of your fellows the day you landed in port. You never found them or the token. Gain one enemy

Soldier

Weal

d20event
1You were the first one over the wall in a siege and survived to bask in the honor and glory
2Your commanding officer took a shine on you and fast-tracked your promotion to NCO or leutient. You gain one patron
3You were promoted to NCO at a young age to the jealousy of everybody in your unit
4You led a group of soldiers in an ambush of the enemy that captured several prisoners and were rewarded for the effort
5You were selected to join an elite unit of the army; if you joined, you gain one patron, if not, you gain a contact(associate)
6You performed an act of bravery that became a legend. The commonfolk and nobility in the land in whose army you serve will instantly recognize you and treat you like a hero
7You completed your service with distinction. Your comrades will remember you fondly, and your former employer will become a contact(associate).
8You led a group of soldiers in an act that changed the tide of a battle. You were lauded as a hero among your comrades. Soldiers from that army will recognize you on sight and treat you almost like nobility
9You led or played a significant role in rescuing hostages or prisoners of war. Gain one grateful contact(debt) among the rescued.
10You uncovered some form of misconduct by your commanding officer of your unit. You were able to report them before they could take action against you. You gain one contact(associate) higher up in the military command structure
11You saved a fellow soldier’s life who swore to repay the debt with interest. You gain contact(debt) 
12You proved instrumental in breaking a siege.

Neutral

d20event
1You served your duty in peacetime. It was dull, but at least you did not get injured
2You made a friend in the logistics corps of the army. you gain one contact(friend)
3When scavenging the battlefield you found something weird on one of the enemy corpses and decided to keep it for some reason. Gain one curio
4Due to bad orders, you were deployed in an area with no clear objectives
5Your service was mostly spent guarding borders with little action. You now know the area like the back of your hand and gain advantage on all checks regarding navigating the region and local history.
6You befriended a stray animal that became a companion during your service. At the dm digression, you gain a pet
7A comrade betrayed your trust, but the betrayal never escalated to outright enmity. Gain one rival
8You were deployed to the logistics unit and spent a few months transporting supplies to the front
9You spent some time in the stocks for drunkenness
10You lost everything you had in a card game
11You had a fling with one of the camp followers. Gain one love interest(admirer or reciprocal)
12You lost a little money to a charlatan pushing fake magic potions

Woe

d20event
1You were deployed to a god’s forsaken land like a tundra, jungle, or desert. You left some friends in there and came out with unwanted souvenirs. You gain a lasting injury, trauma(PTSD), or malus(curse)
2For some reason, you never did figure out your commanding officer hated you and made your life miserable. Gain one enemy in the form of your old CO
3Your unit was almost completely wiped out in battle; only you survived, but barely. You gained a trauma(PTSD) related to the event and one lasting injury
4You uncovered some form of misconduct by your commanding officer of your unit. However, the officer got you thrown out of the army before you could report to his commander. You gain one enemy
5You got so severely injured in a battle that you had to spend the rest of the campaign on sick leave. You gain one lasting injury
6Your unit did some pretty unspeakable acts during the war, and you have been running from the repercussions ever since. Gain one trauma(shame or guilt)
7One of the enemy soldiers swore vengeance upon you and your entire unit. You are the last man standing, and the soldier is now after you. Gain one enemy
8One of your comrades betrayed the unit, which led to near-total casualties in the next battle. Gain one enemy
9You were wrongfully accused of misconduct and expelled from service. Gain one enemy and one rival
10You caught your fellow soldiers engaging in a war crime, and they threatened to kill you if you ever tell. You gain one obligation(Secret) and 1d4 enemies
11A battle turned into a rout and then a massacre when the enemy did ___________. You were among the few survivors, and the event left you with severe PTSD. You gain one malus or trauma(PTSD)
12You were thrown in the stockade for a week for ____________. A rival or enemy might be involved

Wayfarer

Weal

d20event
1You found some ruins away from the road but did not have the gear to explore them. You do, however, remember how to find them again and can do so with ease
2One night, you shared your campsite with somebody important who was impressed by your worldly knowledge. Gain one contact(associate)
3You discover a village off the beaten path full of friendly people. They still welcome you with open arms when you pass through. Gain one d4 contacts
4You helped a stranger on the road who proved to be a mystical being. They promised you one favor as a reward for your selflessness. You gain a contact(debt)
5You discover a shortcut between two major towns. You remember where it is, and by using it, you can cut your travel time between each town by half
6You spent time in a far-off land and learned their customs. You now have advantage on all checks dealing with the land’s culture
7A folk tale has spread in your wake of a small heroic deed you did for a man, although the retelling makes the deed seem less small. You gain one contact(associate) in person you helped. People will recognize you as the figure from the folk tale and request small favors or give you small tokens of appreciation
8During your travels, you befriended a loyal animal companion. At the dm digression ,you gain a pet
9You were the first traveler to pass through the town of _____________ in years, and the citizens threw you a festival in recognition.
10You traveled in ____________ so many times that you can map the region from memory. You can sell these maps for 1gp a piece
11You learned an interesting myth or secret about a region from a sage you traveled with for a while. Gain one mystery
12You saved the life of a wealthy traveler who has promised to reward you richly if you ever cross again. Gain one contact(debt)

Neutral

d20event
1Courier work is not glamorous, but it keeps food in your belly and a roof over your head.
2You found a strange dooda on the side of the road and decided to keep it as a good luck charm
3A strange wanderer joined you for a time before parting ways. You gain one contact (associate)or mystery
4You were caught in a storm that lasted for weeks, forcing you to take shelter in a cave
5A former traveling companion stole some of your supplies and vanished into the night. You gain one rival
6You met a peculiar merchant or traveler who traded you a strange item. Gain curio or cursed object
7You borrowed money or goods to continue your journey after losing some supplies. Gain obligation(Debt)
8You found a stash of gold but lost most of it to bad luck or unforeseen expenses. You still have one item from the trove. Gain one token
9A mishap left you with an injury that slowed you down. Gain one lasting injury.
10You became a regular at an inn or tavern on your route. The owners know your name but expect you to bring interesting stories or gifts in exchange for hospitality
11Your path was blocked by a strange phenomenon—an inexplicable fog, magical barrier, or mysterious entity
12found an abandoned traveler’s journal filled with cryptic notes. Gain one mystery

Woe

d20event
1You were mistaken for a notorious outlaw and jailed for a few months. You swear you will catch that crook one day. Gain one enemy
2You inadvertently got involved with a smuggling ring as a courier and got caught. You were able to clear up the mess, but now you want some payback. Gain one obligation(quest)
3You were attacked on the road and left for dead by bandits or monsters. You have sworn vengeance on your attacker. Gain one enemy
4A trusted traveling companion turned on you, leaving you scarred emotionally or physically. Gain one rival and one trauma(PTSD).
5The locals in one region think that you are cursed or bring bad luck due to unexplained accidents whenever you are in town. You are treated with suspicion by these locals. 
6You joined a caravan or group that met a tragic fate, leaving you as the sole survivor. Gain one trauma(PTSD) and a mysterious clue about what happened.
7You gain the attention of a supernatural being that has been hunting you for a long time. You gain one enemy.
8You unknowingly took a path through dangerous territory, barely escaping with your life. Gain one trauma(PTSD) and one lasting injury
9A calamity left you with nothing but the clothes on your back
10You were driven out of a town or region due to a misunderstanding or false accusation. If you ever return, you should expect the same results. Gain one enemy.
11Desperation leads you to strike a deal with a shady or supernatural entity. Gain one obligation(master)
12You offended a powerful figure during your travels, who now holds a grudge. Gain one enemy

Class related events

Barbarian

Weal

d20event
1You survived an intense rite of passage, proving yourself to your tribe. The younger members of the tribe adore you, and the warriors consider you one of them.
2You bonded with a wild animal that shared your ferocity and spirit. You gain a loyal animal companion or one-time aid in the wild at the DM’s discretion.
3One of the elders gave you a small sacred token, telling you that it would protect you in times of need. You feel honored to receive such a gift but are not sure it works. Gain one curio.
4In your first battle, you committed a heroic deed. Your tribe celebrated your accomplishment, and you gained several contacts among your warrior comrades
5You saved the child of your tribe’s chief from certain doom. The chief now owes you a favor. You gain one contact(debt)
6You grew close to one of the tribe’s elders while growing up and they have been a steadfast source of wisdom and support. Gain one patron
7The tribe’s shaman envisioned a heroic warrior rising from your tribe and saving the world. The shaman says that the warrior is you and gives you some cryptic info about what you must do. You gain one Obligation(quest)
8The eldest child of the chieftain took a fancy to you and has been showering you with small tokens ever since. The chieftain says you can marry if you prove yourself worthy. You gain a love intrest
9As an apprentice warrior, you stare down at the red dragon wyrmling. Ever since the warriors think you are destined for greatness
10During a raid on your home, you fought off five foes. Your people now call you a hero.
11You saved the life of a fellow warrior, and now they follow you, hoping to pay off the lifedebt. At the dm’s digression, you gain a hireling (tribal warrior)
12You became friends with a kid from an allied tribe who grew up to become the chieftain of that tribe. You gain one contact(friend) in the tribe.

Neutral

d20event
1An experienced  warrior trained you in the ways of combat but demanded harsh discipline
2You belonged to a band of warriors who betrayed you. You gain an enemy
3You failed to uphold an oath to your tribe. You were forced to take up a dangerous quest as atonement. You gain one obligation(quest)
4A victory on the battlefield was overshadowed by the loss of life that came with it.
5A war of words with another warrior turned into a brawl. Your tribesmen managed to pull you apart before any permanent damage was done, but the damage was done. You gain one rival
6You spent a few years drifting between tribes or villages, and in that time, you picked up a few new tricks. You learn a few random and situational survival skills
7You once proved your strength to a bunch of strangers by carrying a huge tree trunk up a hill
8You meet your sweetheart while wandering from tribe to tribe. They gave you a handmade token to remember them by. You gain one token and one love interest(reciprocal)
9You once encountered a knight from the civilized lands that trashed talked your way of life. You could not contain your rage and challenged him to a duel. Whether you won or lost, the knight was impressed by your strength. Gain one contact(associate)
10You found an odd thing in a strange place, like the top of a tree or the bottom of a lake. You have hung on to it ever since. Gain one curio
11You shared a campfire with some well-known adventurers and were inspired to try the adventuring life yourself
12One of your fellow warriors saves you from certain death; now you owe them a lifedebt,and  you gain one obligation(debt)

Woe

d20event
1You were cast out of your tribe or community for a perceived wrongdoing. 
2You failed an intense rite of passage proving yourself to your tribe. Many in the tribe do not respect you afterward, and you gain a lasting injury
3You survived an attack on your village by a dragon. However, the attacks left mental scars in the community. You lose 1d4 contacts, relatives, and patrons and gain one trauma (PTSD)
4The spirits or the gods cursed you. You gain a malus(curse), and your people treat you like you an anathema to the gods or spirits
5You were severely injured in your first battle. You gain one lasting injury and the warriors in your tribe still treat you as an object of mockery
6You lost control during a moment of fury, causing harm to someone you cared about. Gain one trauma(shame) centered around raging, and the person you harmed treats with caution as if you were a wild animal
7Your tribe or community was wiped out by a rival or marauders. You are the last survivor. You  gain one enemy and one trauma (PTSD)
8For a while, you have been dreaming of a great disaster that will befall your tribe. You gain one omen(bad)
9The sacred totem of your people was destroyed while under your care. The people blame you for this travesty
10A family member or close ally turned against you, resulting in loss or injury. You gain one rival
11You barely survived a fight with an intelligent monster when it limped away to nuses its wounds. You gain one lasting injury and an enemy
12You were falsely accused of a grave crime against your tribe. As punishment, they did all sorts of horrible things to you before leaving you for dead. Gain one trauma (PTSD) and an enemy

Bard
Weal

d20event
1You discovered a long-forgotten ballad or poem with magical properties. It has become your signature piece.
2Your performance quelled a violent dispute or inspired hope in a desperate crowd. The townsfolk in that region still consider you a hero
3A fey creature granted you a boon in exchange for a song. You gain one contact(debt)
4While performing for a group of strangers at a caravan stop, a strange man approached you and gave you a strange item, saying that it would be helpful to you. You gain one curio
5A secret society of bards (such as the golden grin of wildemount or the harpers of Farun) offered you membership. If you join the organization, you gain one patron else you gain a contact(associate)
6A bardic college extended an offer of membership. If you join the organization, you gain one patron. If not you gain a contact(associate)
7For a few months, a mysterious admirer has left you ornate gifts, such as a finely crafted instrument. You gain one patron
8Your skill with words saved someone from disaster. They owe you a favor. You gain one contact(debt)
9You performed a duet or collaboration with a legendary bard
10You charmed a rampaging beast with your craft, and the locals in that region consider you a hero.
11You managed to charm a prince or princess who fell madly in love with you. You gain one love interest(admirer or reciprocal)
12You composed a song or poem that became wildly popular. You can find fans of yours in any town you visit

Neutral

d20event
1You spent a year traveling with a troupe of performers, learning much about life on the road but leaving with no lasting ties
2You gain a superfan among the upper crust of society. They have been patronizing you for some time. Gain one patron
3You performed a magical piece with unintended effects, such as summoning a harmless creature or minor illusions. The crowd found it amazing, and you were celebrated for your “talent.”
4You impressed a mercenary group with your wit and charm.
5You challenged another bard to a competition in a tavern. The results were inconclusive, and you left on awkward terms. Gain one rival.
6A mysterious bard that you collaborated with on and off disappeared one day after your last collaboration. They left you one of their compositions, one you have never heard them play or played since. Gain one curio and a mystery
7You wrote a revolutionary ballad that inspired a country to rise and overthrow its tyrannical ruler. Some in the country praise you, and some condemn your actions
8You worked with a group of thieves to distract a crowd during a heist. They got away cleanly, but you have been suspected of being an accomplice in that town ever since.
9An oracle overheard your song and spoke a cryptic prophecy about your future. Gain one omen(cryptic)
10You once performed drunk as a skunk one night in a random tavern. The audience got a kick out of your “comedic” performance
11One of the venues you played at paid you in the form of a strange relic. Gain one curio
12You’ll never perform for ___________ ever again after they did ___________ to you.

Woe

d20event
1In a rough patch, you had to pawn your instrument or other trade tool. You gain an obligation to get your instrument back
2A performance went disastrously wrong, leaving you humiliated or banned from a specific venue
3You accidentally offended a powerful fey being during a performance, and they cursed you. You gain one Malus
4A jealous rival started to show up at your performances to sabotage them. You gain one rival
5Your art once angered a superstitious crowd. You are no longer allowed in the town where this happened, and you can expect the same thing to happen again if you ever visit
6You inadvertently spread a tale or ballad that caused harm to someone’s reputation. Gain one enemy or rival.
7A powerful individual misinterpreted your kindness as romance, becoming obsessive and angry when you didn’t return their affection. You gain one enemy
8Your family or former group disapproves of your bardic lifestyle, viewing it as frivolous or dishonorable. They rarely if ever speak with you
9You accidentally broke your instrument during a performance and had to take out a loan to buy a new one. You gain one obligation(Debt)
10You got yourself mixed up in a failed revolution and there are still warrants for your arrest. You gain an enemy
11You were accused of trying to seduce the spouse of someone important and forced to flee. You gain an enemy
12You suffered from a very long stretch of writer’s block that nearly ruined you

Cleric

Weal

d20event
1Your deity appeared to you in a vision and told you they chose you to undergo an important quest to help the fateful. You gain one obligation(quest)
2A stint healing the needy in a small village gained you an unexpected ally in one of the townsfolk. You gain one contact(friend)
3It was a minor miracle that you came across that carriage just after a monster attack, and the important person within, his guards, and the attendants desperately needed healing. The important person is in your debt. You gain a contact(debt)
4You spared an enemy or healed someone you had no obligation to help. They are now a loyal ally. Gain one contact (debt).
5Using your words and faith alone, you foiled the plans of an agent of a rival deity sent to tempt you. You gain one rival and a small blessing from your god.
6The first time you went into battle was not glamorous, but you made a difference, and your companions treated you like a hero afterward. You gain 1d4 contacts
7You witnessed a celestial being in action. It acknowledged your faith and gave you a token of its appreciation. You gain one token
8You received recognition from the head of a major temple or religious order. You have become well known throughout the land since then, enough so that people will seek you out with quests or requests for aid if you are in the vicinity
9You received a series of subtle signs leading you to save a lost soul or uncover a hidden truth. This event cemented your faith.
10Your healing saved the life of a dying person. Their family is now in your debt. Gain one contact(debt)
11You had a dream of a saint or holy figure from your faith. They left you with a cryptic hint about your destiny; You gain one mystery
12Your words or actions converted a skeptic or enemy into a devoted follower of your faith. Gain one contact(associate).

Neutral

d20event
1A close friend or fellow acolyte abandoned your faith to pursue a darker path. You gain a rival
2You spent weeks aiding a deeply ungrateful or hostile community. It was a trying time, but you at least made one friend during the ordeal. You gain a contact(friend)
3During your training, you had a brief romance with another acolyte that nearly derailed your training. Gain one love interest (former)
4You spent a year traveling the countryside, spreading the faith. The people in the villages you visited remember you fondly, but you gained no lasting ties
5You expected serving in an important temple would be much more interesting; instead, you spent most of your time cleaning, cooking, or doing other household work. You did befriend one of the other young clerics. Gain one contact(friend)
6You spent a few months on a pilgrimage to a holy site
7You don’t like to admit it, but you had trouble channeling holy magic early in your training
8Before embracing your faith, you lived a life of indulgence or crime. While you’ve changed, your past sometimes resurfaces. You gain 1d6 contacts from your former life
9Your first encounter with an undead was a somewhat harrowing experience but was nothing you could not handle
10You found a strange relic in the temple. Nobody knows what it is or how it got there so you decided to keep it. You gain one curio
11The first time you took the last rites of a dying person was a changing experience
12You occasionally get strange dreams and think they might be omens from your god. Gain 1d4 omens(vague)

Woe

d20event
1You were unable to heal someone important before they died. Now, the family is hell-bent on taking out their grief on you. You gain the family as an enemy.
2You learned the hard way that not all communities will tolerate a holy man of a god or goddess, even a good-aligned one. Being  ________ in that one town made that clear. You are no longer welcomed in the community and have made an enemy of the townsfolk
3Even the gods have enemies, and you have the misfortune of crossing one. It and its minions hunt you relentlessly. You gain one enemy
4Your god sent you a vision of the future that you were not ready for. You saw terrible things that you pray one day to be able to unsee. You gain a trauma(PTSD) related to the vision and one omen(bad)
5A fiend has been targeting you trying to temp you away from your god. Dealing with it is tiring. You gain one rival.
6You fell into a trap set by malicious people or creatures that preyed upon good samaritans like yourself. It was quite the ordeal to free yourself, and it left you traumatized. You gain one trauma(PTSD)
7You were sent to clear out the undead from a crypt during your training. You grossly overestimated your abilities and quickly burned through your magic. You came within a hair width of dying only to be saved by your teacher. You gain one trauma(PTSD) related to the event
8A rival god to your own cursed you. Gain one malus(Curse)
9You were confronted with a theological contradiction or moral dilemma that shook your certainty in your deity
10A fellow devotee or superior betrayed you for personal gain. You gain one rival
11The first time you went into battle did not go well, and the party you were supporting was slaughtered to a man despite your best efforts. That failure haunts you still. You gain one trauma(PTSD or guilt)
12A sacred site under your care was desecrated by enemies of your faith. The shame of its loss still haunts you. You gain one trauma(shame)

Druid

Weal

d20event
1You remember the first time you took on wild shape; it was liberating.
2While practicing your wildshape you befriended an animal; you gained one contact(friend)
3While exploring the wilds, you will find an ancient druidic site, such as a stone circle. Your elders rewarded your apt perception and natural attunement
4The spirits of your homeland made it very clear that they have high hopes for you in a very unsubtle and public way. Everybody in your community was awed by the display except your fellow initiates. Any initiate who is not a contact becomes a rival. Furthermore, you become well-known and liked in your former community
5You met a slightly insane hermit druid living out in the wilds. He was an odd one, to be sure, but in the hour or so you were together, he helped you master an aspect of druidism you were struggling with and gave you a small totem. You gain one token and potentially one contact(associate)
6You befriended a fey creature out in the wilderness. You gain one contact(friend)
7You met a friendly treant out in the wild. You would visit to talk about history and ecology, and in one of these chats, he shared a cryptic story about a ________ out in the wilderness. You gain one mystery and a contact(friend).
8You managed to drive away a party of hunters or lumberjacks with words and wild shape threats alone. All the animals in the wilderness that you called home consider you a hero and treat you as such
9You tended the injuries of a wolf or another medium to small-sized creature, and now it follows you around. At the dms approval, you gain a pet.
10You single-handedly protected a group of lost travelers from a natural disaster, such as a flood or landslide. The travelers’ gratitude spreads, and you gain contact(associate).
11You saved a forest from a spreading fire, earning the respect of a nearby druidic circle. Gain one contact(friend)
12A spirit of the wilds granted you a blessing after you appeased it with an offering.

Neutral

d20event
1You went on a vision quest into the deepest part of the wilderness and received a cryptic vision of your future. Gain one omen(cryptic)
2While using your wildshape to take the form of a tiger/lion/wolf/bear, you attracted the romantic advances of a tiger/lion/wolf/bear, much to your embarrassment. You gain one nonhuman love interest(admirer)
3For a while, you used to speak with animals on every random creature you could find. It was fun for a while, but listening to squirrels complain about the trees got old quickly
4For a while, you used speak with plants on every tree you could find. It was fun for a while, but listening to trees complain about squirrels and woodpeckers got old after a while
5You discovered ruins deep in the wilderness. You did not go inside, but you remember how to get to them. If you are ever in the vicinity of the wilderness, you can lead your party back to the ruins
6You found something odd lodged in a tree or rock formation. Gain one curio
7You could observe a fey dance or other gathering out in the wilds.
8You planted a tree in the woods at the start of your druid training. You wonder if itis  still there
9You discovered an old druidic chant or spell etched into a stone but have yet to decipher its whole meaning. Gain one mystery.
10You discovered a rare creature out in the wilderness that would never be found in the territory you found it in. You accidentally startled it, and it fled. You still wonder what it was doing there. Gain one mystery.
11You found an unusual plant or herb in the wild. You’re not entirely sure of its properties, but it might be useful one day. Gain one curio.
12While wandering the wilds, you find yourself in the heart of an unusual weather phenomenon, like a perfectly circular patch of fog or localized snowfall. It left you thoughtful but unsure of its meaning. Gain one omen (cryptic)

Woe

d20event
1One of the first times you assumed wild shape, you lost control and hurt somebody you cared about. It took you several days to return to your human form. It was traumatizing learning that you hurt someone. You gain one trauma(guilt)
2A dragon or some other powerful monster destroyed your home. You have sworn vengeance. You gain one enemy and one obligation(vengence).
3You failed an important rite of passage a few times before you passed. You don’t like to talk about what happened during those failed attempts. Gain one trauma(shame)
4The spirits of your homeland made it very clear that they expect better of you in a very unsubtle and public way. It took months to repair your reputation, and some people in your former community still make it clear you do not measure up to their standards
5The forest spirits delivered a warning of some great threat in the form of the vision. However, you were not ready to receive such a vision. The crawling things in that dark waking dream still haunt your nightmares. Gain one omen(bad) and a trauma (PTSD).
6For a while, you got stuck in your wild shape and lived like the wolf/tiger/bear or lion you were transformed into. You are not sure but think you might have hurt someone while you were not yourself.
7A rival initiate was jealous of your ability and attacked you in wild shape form. You fought him off, and he slinked into the wilds, never to be seen again. You gain one enemy
8You stumbled into a fey creature at an inopportune time and were cursed. Gain one malus curse
9In a stroke of bad luck, you wandered into a dragon’s lair out in the wilds. It took everything and every wild shape you learned to escape. Gain one trauma(ptsd).
10You got stuck in your wild shape for a while as a small mammal. It was a terrifying experience trying to live like a mouse/squirrel or rabbit, and you barely escaped from a predator. You gain one trauma(ptsd).
11The sacred grove you once tended was burned to the ground by invaders or careless travelers. You were unable to stop it, and the loss still haunts you. Gain one trauma(guilt) and one enemy
12Maybe trying to ingratiate yourself to a pack of ________________ in _______ form was not such a good idea after all. You barely survived being ___________________. You gain one lasting injury and one trauma(ptsd)

Fighter

Weal

d20event
1You remember the ecstatic rush of your first battle like it was just yesterday. You gain a token from that battle as a trophy
2You won a ___________ tournament despite long odds. Everybody around you was awed by your achievement and still talked about you.
3You prove instrumental in defending a small settlement from monsters. They still consider you a hero. Gain one contact(associate).
4You discover a battlefield from the distant past and find an odd bit of weapon or armor, gain one curio
5Your skill caught the eye of a high-ranking nobleman who offered you a minor position in the court. If you accept the offer, you gain a minor title (such as squire or huntsmen), a stipend of 1 gp per month, and a patron.
6You trained under a legendary warrior; you still keep in touch with your old master. You gain one mentor
7You saved an ally during a battle. They have vowed to pay you back someday. You gain a contact(debt)
8You defeated a notorious bandit in single combat. You gain one token(trophy from the battle), and people in the surrounding area will remember you as a hero.
9You and your master saved the life of an important person from bandits or monsters. The person you saved promised you a reward at a later date. You have yet to collect the reward. You gain one contact(debt)
10As a parting gift, your master gave you a masterfully crafted weapon.
11In one of your first proper fights, you fought a (cr1/4 or lower creature) to a draw. You parted on amicable terms. You wonder what would happen if you ever met again
12On your first solo job after parting with your master, you guarded a merchant caravan that traveled through the countryside. Nothing happened, but the merchant took a liking to you. He offered you a free ride in his wagon if ever you were to cross paths again. Gain one contact(associate)

Neutral

d20event
1You bonded with a few of your fellow warriors. You gain 1d4 contacts.
2You entered a ___________ tournament. You did not win, but you made some friends. You gain one contact(friend).
3Shortly after you finished your training, you joined a mercenary company. You gain one contact(associate) and a token(memento) from your service.
4You made a wager on a fight and barely broke even
5You found a strange old weapon or shield in disrepair. You wonder if it has a history. Gain one curio
6On a whim, you decided to try moonlighting as a gladiator. It did not suit you, and you quit after a few weeks
7While watching two masters duel, you were impressed by a maneuver one of them pulled. You are itching to learn it for yourself but so far you cannot get the hang of it
8You spent some time guarding caravans when you were just starting as a fighter. It was dull work, but you made some contacts along the way. Gain 1d4 contacts
9You sparred with a rival and came out evenly matched. You gained mutual respect but no clear victory. Gain one rival.
10During your training, you engaged in a sparring match with one of the other students that you lost utterly.
11A famous adventuring fighter came to your training ground and instructed you on how to fight.
12The revelry after your first victory in battle is some of the best moments of your life, even though _____________ happened

Woe

d20event
1Your first battle did not go as planned, and you were severely injured after several foes attacked you. Gain one lasting injury and a trauma(PTSD) related to the event
2You never told anyone, but you fled your first battle with your tail between your legs before the first charge. You gain one trauma(shame)
3It was supposed to be an easy fight for your teacher/unit/friends and you until the ________ got the drop on you. You survived, but you lost a few friends and gained a scar. Gain on injury
4During your first fight with monstrous humanoids, an enemy got away. Ever since, you had a feeling that something has been watching you. You gain one enemy
5You were defeated by monsters that went on to destroy a settlement. That failure haunts you to this day. Gain one trauma(guilt).
6You were betrayed by someone you trusted during a battle, leading to a costly defeat. Gain one enemy and one trauma(shame).
7You learned that evil spellcasting creatures are hard to fight alone when you woke up several hours after charging the hag with a curse on your head. You gain one malus(Curse)
8One of your allies (literally) backstabbed you for personal gain. You gain one enemy and a lasting injury
9You were captured in your first battle and tortured. You were rescued or escaped after some time in captivity, but nightmares about what you endured haunt your sleep ever since. Gain one trauma(PTSD)
10A rival fighter humiliated you in public after besting you in combat. Gain one rival
11You lost a fight to what should have been a trivial opponent for you, leaving you humiliated.
12The force you were fighting in had victory snatched away from them at the last moment when ______________ happened. It was a costly defeat and left you disheartened. You gain one trauma(self doubt or shame)

Monk

Weal

d20event
1You had a chance to train at a famous monastery. If you accept the offer, you gain a patrn. If not, you gain a contact(associate)
2You won some form of martial arts tournament, and you basked in the awe of your fellow initiates for a few weeks
3The happiest day of your life was when you finally bested your master in sparring, and he declared that there was nothing left for him or her to teach you. You still keep in touch with your master regardless. You gain mentor.
4You proved instrumental in driving off an attack on the monastery; your fellow initiates were in awe of you for some time to come and
5You impressed a visiting master monk with your martial arts skills. He took you aside to give you a private lesson. You gain one mentor
6You completed a taxing ordeal, such as meditating under a sacred waterfall or a pilgrimage up a steep mountain. This act gained you the respect of your fellow monks
7You formed a deep spiritual bond with a fellow monk, and they became a lifelong friend. Gain one contact(friend).
8You found a fragment of a scroll in the monastery library, that seems to detail a kata or technique but not enough to determine the entire technique. Gain one curio and a mystery
9During your training, you had the misfortune to train with a cocky and meaner older student. One day, you could take his abuse any longer and challenge him to a duel. In a miracle, you won. Everybody in the monastery was impressed by your feet, but you gained a rival 
10You caught an infiltrator while standing watch one night. The masters rewarded you for your deed. You gain a token from the masters.
11You completed a crucial test with flying colors. Even your master was impressed
12You found a secret book or scroll in the monastery or dojo library that describes a lost monastery and what appeared to be instructions on how to find it.

Neutral

d20event
1You spent weeks focusing on perfecting a single technique, but you’re still unsure if it’s fully mastered
2You were given the task of mentoring a younger student. He still looks up to you to this day. Gain one contact
3You uncovered an unusual artifact or relic during your chores but don’t understand its purpose. Gain one curio.
4You traveled with a wandering master for a time; you did not gleam much from it, but the master enjoyed your company. You gain one contact(friend)
5You participated in a local festival’s martial arts demonstration with a few other adepts
6You traveled to another monastery or dojo for additional training. You made a few friends but did not stay very long. You gain a contact(friend).
7Your master instructed you to meditate on a koan, saying it will bring you great wisdom. You still have not figured out its meaning. You gain one mystery
8One of your friends nearly quit the monastic life for one reason or another. You managed to talk him out of it. You gain one contact(friend)
9You spent a few weeks working in the monastery kitchen and befriended the monks there. You gain a contact(friend)
10You spent weeks meditating in silence, hoping for enlightenment. While peaceful, it did not bring any great revelation.
11There was one aspect of your training not related to martial arts you could never master no matter how hard you tried
12You tried to master an advanced technique but failed. Your master encouraged you to keep practicing.

Woe

d20event
1During your training, you had the misfortune to train with a cocky and mean older adept. One day, you could take his abuse any longer and challenge him to a duel. He mauled you without breaking a sweat. You gain one lasting injury and one rival
2It turns out your former master had enemies, and one of them is trying to get to him through you. You gain one enemy
3You were injured in a training accident and had to spend several weeks bedridden. You gain a lasting injury
4Being a star pupil was not all it was cracked up to be, and soon, several of your fellow initiates started to get jealous of your advancement. Gain 1d4 rivals
5Your relationship with one of your rivals boiled over into a brutal fight. You were able to defend yourself, but one of you was expelled from the dojo or monastery. If it was you, you are banned from returning to the community and will be attacked on sight if you do. If it was your rival, they become an enemy
6The monastery or dojo was destroyed by unknown forces, leaving you the only survivor. It falls to you to seek vengeance. You gain an obligation(vengence) and an enemy.
7You received a nasty injury during a training accident. You gain a Malus in the form of a physical disability.
8One of your friends turned out to be an infiltrator sent to destroy the dojo or monastery by an enemy of the master. You lose one contact and gain one enemy. At your digression, another tragedy might befall your community.
9You thought sneaking out of the dojo to have fun with your friends was a good idea. You never suspected that your master was on to you before getting to the door. He made your life hell for the next few weeks
10You accidentally betrayed your community and were banished from the dojo or monastery. You can expect a cold reception if you ever return and you lose all contact among this community.
11You failed a crucial test given by your master, shaking your confidence. Gain one trauma(shame)
12During a moment of weakness, you give in to anger and hurt someone close to you. You gain one trauma(shame) and lose one contact.

Paladin

Weal

d12event
1You were chosen to become a member of a famous paladin order. If you join, you gain a patron if no,t you gain a contact(associate)
2A call went out for paladins of your order to perform an epic and legendary quest, and you volunteered. You gain one obligation(Quest), and everybody will know who you are and good aligned people will seek to help you on your quest
3You had the chance to meet a legendary paladin and they gave you some words of encouragement
4You saved a stranger’s life, and that stranger has vowed to serve you as recompense for your deed. You gain one commoner follower 
5A magical being of pure < your aligntment> Acknowledged your _____ and offered you a small boon or token of their blessing. You gain a patron or a token
6You were chosen to serve as the guard for a prince or princess. By the end of duty, you started to think that you fancy you. You gain one love interest(admirer).
7You saved a nobleman from a pack of monsters. They are in your debt. You gain one contact(debt)
8You remember your first real fight as a paladin. The feeling of smiting the wicked was exhilarating.
9You served as a squire to a great paladin before earning your title. Your mentor still remembers you fondly. Gain one mentor.
10You received a divine vision during prayer. You gain one omen(good)
11You help defend a town from a pack of monsters. The city remembers you as a hero and will welcome you back with open arms
12Your skill caught the eye of a high-ranking nobleman who offered you a minor position in the court. If you accept the offer, you gain a minor title (such as squire or huntsmen), a stipend of 1 gp per month, and a patron.

Neutral

d20event
1You participated in a minor tournament to represent your faith but was only placed in the middle of the rankings, but the person just below you was a sore looser. Gain one rival.
2As a squire, you patrolled the roads with an elder member of your order. It was dull work.
3You formed a close connection with your fellow squires during your training days. Gain 1d4 contacts
4By happenstance you caught a thief one night while _______. The local authorities were grateful for what you did. You gain one contact(associate). At your discretion, the thief may become an enemy
5Your order went on crusade, and you followed. As a squire, you did not see much action.
6You happened across a strange piece of a weapon or suit of armor in the armory. Gain one curio
7You mediated a dispute among fellow squires. They respected your judgment. Gain one contact(friend)
8You helped organize provisions for a caravan of refugees. Gain one contact(associate)
9You were assigned to guard duty for a noble. While uneventful, your diligence made an impression on the noble. Gain one contact(friend)
10You saved a handsome young man/fair young woman from danger and they seem to be smitten with you. You gain one love interest(reciprocal)
11A small-town priest took you under their wing during your early days. Gain one contact (cleric).
12You can believe that _________ happened during your first battle

Woe

d20event
1You failed to live up to your vows and are close to losing your powers. You decided to go on an epic quest to prove yourself. Gain obligation(quest) and one trauma (self doubt)
2You faltered in your oaths for a split second during your first battle and lost your powers. That moment still haunts you. You gain one trauma (PTSD)
3An enemy of your oath made their grudge personal by killing somebody you loved. You swore vengeance. Gain one obligation(vengence) and one enemy
4A fellow paladin you called brother renounced his oaths and went over to the thrall of evil gods or fiends. Lose one contact and gain one enemy.
5It is your greatest shame, but in your first solo battle against a group of goblins, they overwhelmed you, stole everything you had, and left you for dead. You gain one trauma(shame)
6You were not ready; none of you were when a cohort of your brethren tried to take on that dragon. You alone survived, but only because you groveled and fell to your knees. The dragon let you go, but only because you work for him now. You gain one trauma(shame) and an obligation(debt)
7Your order was betrayed by one of its own during a battle, leading to a massacre. You survived and are the sole one to claim vengeance for your brethern. Gain one trauma (PTSD or shame), one obligation(vengence), and an enemy.
8A champion of a dark god defeated you and a squad of your fellows singlehandedly, only to spare you to spread the word of their power. You gain trauma(shame) and one enemy
9A rival paladin accused you of breaking your vows. While the accusation was proven false the scandal damaged your reputation. Gain one rival.
10A powerful witch or hag tricked you and tried to trap you for some malicious purpose. You escaped but not before the creature cursed you. Gain one malus(Curse)
11During your travels, you accidentally led a group of innocents into danger. THe guilt haunts you. Gain one trauma(shame)
12A holy relic under your protection was stolen, and your order blames you. You gain an obligation(quest) to recover it and lose one contact.

Ranger

Weal

d20event
1You made a friend with a young forest fey. They would occasionally show up when you were out in the wild to play with you. You gain one contact(friend)
2You saved a village from a beast and were lauded as a hero. The village will welcome you with open arms if you ever return
3You made friends with a circle of druids out in the wilderness. Gain one contact(friend)
4You saved a creature from certain doom, and now it follows you around. At the dms digression, you gain an animal companion
5You got to train under a legendary ranger. Gain one mentor
6You navigated an entire expedition safely through treacherous terrain. You gain some renown for your ability to travel through rough country?
7You rescued a lost child in the wilderness; their family will forever be in your debt. Gain one contact(debt)
8You were hired for a nobleman’s hunt. Your skills impressed one of the noblemen, and he became a recurring client who hired you for guide work. Gain one contact(client)
9Somehow, you’re not sure how it happened; you drew the romantic interest of eladrin, pixie, or sprite. They have been trying to woo you ever since. Gain one love interest(admirer)
10You met a young man or woman out in the forest and soon developed a romantic relationship. Gain one love interest(admirer or reciprocal)
11You befriended a nomadic group who taught you unique survival techniques. Gain one contact(friend)
12A rare and powerful beast allowed you to witness its den without hostility

Neutral

d20event
1Your first big hunt didn’t go as planned, but you learned from it
2You formed a temporary alliance with bandits or outlaws to survive a shared threat
3You once tracked a beast for miles, only for it to mysteriously vanish. Gain one mystery
4You encountered an ancient, overgrown ruin but never dared explore it fully. Gain one mystery, and if you are in the same region, you can guide the party to the ruin in 1d4 days
5You tried taming a wild animal, but it didn’t go well
6You found an out-of-place artifact deep in the woods. Gain on curio
7A fey leads you on a wild goose chase through the woods before disappearing with a laugh.
8You found a satchel with letters on a corpse out in the wild. You have been trying to track down the letter recipients whenever you can ever since. Gain one obligation(quest)
9As a wilderness guide, you spend a season seeing all kinds of travelers pass through. Gain one contact(associate).
10You discovered a species of flora or fauna thought to be extinct. Gain one mystery.
11You occasionally cross paths with a rival hunter, is constantly challenges you. You gain a rival.
12You developed romantic feelings for a druid or another ranger, and they seem to reciprocate the feelings. Gain one love interes(reciprocal)

Woe

d20event
1A dragon or some other powerful monster destroyed your home territory. You have sworn vengeance. You gain one enemy and one obligation(quest).
2A dangerous creature you thought you had slain survived—and now it hunts you. Gain one enemy
3You once trusted the wrong person while in the wilds, leading to betrayal. Gain one rival.
4A bounty was mistakenly placed on your head after a mission went awry.
5You stumbled upon some cursed ruins deep in the wilderness. Looking around inside was a mistake. You gain one malus(curse) and a mystery
6You accidentally crossed a circle of druids who seem unwilling to let this mistake slide or listen to reason. You gain one enemy
7An unknown force wiped out your former hunting party while they slept. You were the only survivor. Gain one trauma(PTSD) and one mystery.
8A monster stalked you out of the wilderness and to a settlement. After you left, the monster rampaged through the settlement. You cannot shake that the attack was all your fault. Gain one traum(guilt) a and an obligation(quest) to atone for your actions
9You had to endure a harsh winter in the wilderness without proper supplies. The ordeal left you with a lasting injury
10You lost someone dear to you in the wild while traveling together. You still blame yourself. Lose one contact and gain trauma(guilt)
11You intruded on the home of a fey creature accidentally, and you were cursed for it. Gain one Malus(curse)
12You were contracted out to help evildoers hunt a good-aligned creature. They sworn you to secrecy on pain of death. Gain one obligation(secret) and an enemy

Rouge
Weal

d20event
1A daring scheme drew the attention of a powerful individual. You gain one patron
2You earned the gratitude of an important person by solving a problem you gain a contact(debt)
3You saved a life on a scheme without meaning, too. That person is eager to return the favor. You gain one contact(debt)
4You swindled a dangerous person and got away with it so far. You hung on to an odd bit of loot as a keepsake. Gain one token
5You once won (or cheated at) a high-stakes game, earning a small fortune and allowing you to live the high life for a while. You were able to make some contacts while the money lasted. Gain 1d4 contacts in the upper crust of society.
6You once infiltrated a castle while on a job and came face to face with the lord’s son/daughter. Strangely, they let you by without raising the alarm. You wondered about that until they started making excuses to visit you. You gain one love interest(admirer)
7You gained the favor of a local thieves’ guild or criminal organization. Gain one patron
8Your reputation as a rogue earned you an invitation to an elite underground club. Gain one contact(friend?)
9You worked with an infamous crew before going your separate ways. You still occasionally cross paths with your ex-partners. You gain 1d4 contacts(friends)
10While on a job, you discover a damaging secret about a powerful individual. You have not decided what to do with it, but probably worth a lot to somebody
11You cheated to victory in a sword duel against a more experienced opponent. Nobody in the crowd noticed, and you were the toast of the town. Everybody in that town will remember you and the duel. You gain one rival
12You once posed as someone of great importance and got away with it. YOu remember fondly living the high life free of charge.

Neutral

d20event
1Your first attempt at pickpocketing or lockpicking didn’t go as planned, and you made a quick, ungraceful exit.
2You found a surefire way to cheat at cards/dice. You can make any check with a single gaming set with advantage
3You were set up on a job and never found out who set you up. Gain one mystery.
4One time on a job, the client paid you with a strange thing. You wonder why they paid you in this way. You gain a curio.
5You once stole something you heard about in a rumor out of sheer curiosity, and you still have no idea what it does. Gain one curio and one mystery.
6Being the dashing rogue has netted you a set of admirers who swoon and fawn over you whenever you cross paths. Gain 1d4 love interests(admirers) 
7You gained a reliable employer in a town who funnels your work for a small cut of the proceeds. Gain one patron
8You made a contact who is an expert on _______________ or at ___________. Gain one contact(associate)
9While on a job, you discover a mysterious secret that has left you scratching your head ever since. You gain one mystery
10You habitually eavesdropping in taverns, marketplaces, and anywhere else with ample loose lips. Once, you overheard something valuable. Gain one mystery.
11Once, when a job went wrong, you disguised yourself as the famous detective ________ and offered to help catch yourself.
12You decided to try to make yourself a folk hero some time back. You quickly got bored of it, but people still remember the flamboyant persona you created for yourself and talk about what happened to him. Your flamboyant alter ego gains 1d4 contacts and 1d4 enemies.

Woe

d20event
1A close ally or mentor betrayed you. Gain one rival and one trauma(PTSD).
2You got caught during a job and barely escaped. You’re still wanted by the authority of where you performed the job. Gain one enemy.
3You were forced to abandon a partner to save yourself, and they never forgave you. You gain one enemy
4You tried to steal from a supernatural being. They caught you but decided to spare your life because they wanted you to work to them. You’ve been trying to weasel out its grasp for some time now. Gain one obligation(master)
5A crime or scheme resulted in you stealing an artifact that was enspelled to curse whoever took it. Lucky you. You gain one malus(curse)
6Someone framed you for a crime you didn’t commit, and you still haven’t cleared your name. You gain an enemy and an obligation(quest) to clear your name
7You crossed the wrong person, and now they are out to get you. Gain one enemy
8A job went disastrously wrong, and you were severely injured. You gain one enemy and a lasting injury
9How were you suppose to know the young woman/man you were flirting with had a scary and powerful spouse? They caught you together and they have been out to get you ever since. You gain one love interest(admirer or reciprocal) and one enemy
10Nobody likes a cheater. You learn this hard after cheating at a game of cards or dice. They ___ and ______ you and left you unconscious in a ______ .
11You never should have taken that hit job. You were forced to kill the mark in front of their young daughter/son. You regretted doing the deed when you heard that kid screaming for mama/dada. You gain one trauma(shame)
12A vengeful victim of your past schemes is hunting you down. Gain one enemy

Sorcerer

Weal

d20event
1You discovered an ancient tome that hints at the origins of your bloodline. Gain one mystery.
2A powerful entity—perhaps a dragon, celestial, or fey— connected with your bloodline has taken an interest in your potential. Gain one patron.
3You inherited an unusual magical artifact tied to your bloodline. Gain one curio
4A secret society or organization with ties to the origins of your bloodline reached out to you. Gain one contact(associate)
5You discovered an ancient prophecy that mentions someone with abilities eerily similar to yours. Gain one mystery.
6A creature from the plane from which your power originated or of the same type as your bloodline origin was attracted to you and found your power fascinating. Gain one contact(associate)
7You once performed an incredible magical feat that astounded onlookers. Those present remember this feat and still talk about it.
8Your magical abilities saved someone’s life in a critical moment. They are forever grateful. Gain one contact(debt)
9A famous sorcerer has acknowledged your talent and given you a token of their favor. Gain one token
10Your magic drew the favor of a local community, who see you as a protector. Gain one patron
11You once woke up glowing with strange arcane symbols all over your body. They faded, but you still have a lingering connection to something… Gain one mystery.
12Your raw magical power caught the attention of a powerful mage, noble, or supernatural entity. Gain one patron.

Neutral

d20event
1You met a Sorcerer with an imposing bloodline to yours. You never got along. You gain one rival
2The first time you unleashed your powers, you lost control and caused a scene. People still remember it
3Your bloodline’s power occasionally causes odd side effects not typical for similar bloodlines, like glowing eyes, shifting hair color, or phantom whispers
4When you use your metamagic, your spells take on a recognizable quirk, such as sparks, a scent, or an eerie hum
5If applicable, you met the being that is the origin of your bloodline’s power. You two got along well
6If applicable, you met the being that is the origin of your bloodline’s power; it was an awkward interaction with neither of you being what the other expected
7You once overused your magic and suffered magical exhaustion for days. Ever since you’ve been careful about pushing yourself too hard.
8A scholar takes an interest in your power and occasionally studies it. Gain one contact(associate).
9Your dreams are occasionally filled with strange messages or visions. Gain one mystery.
10You instinctively know when someone nearby uses magic, but you can’t always pinpoint the source.
11A fellow sorcerer is drawn to you like a magnet. They seem to have a romantic interest in you. Gain one love interest(admirer).
12Magical creatures sometimes mistake you for the origin of your bloodline. You have lost count of the times you have been mistaken for __________,_ the __________ in disguise

Woe

d20event
1You hurt somebody you cared about while learning to control your powers. Your relationship has been strained ever since
2A former friend turned against you, blaming you for a magical accident. Gain one enemy.
3You lose control of your powers and cause widespread destruction in a settlement. You were run out of town by an angry mob. You can expect a hostile reception if you ever return.
4Having natural gifts invites envy, and you have attracted your fair share of envious individuals. One, however, seems more spiteful than the rest. You gain one enemy
5Your powers have an unintended negative side effect when you use them. You gain one malus that triggers when you use your powers
6A powerful magical creature is naturally attracted to your power and seems intent on collecting you as a possession. You gain one enemy
7A group of immoral wizards captured you and used you as a test subject in some pretty horrific experiments before you escaped. You gain one trauma(PTSD) and an enemy
8You first discovered your powers when they flared one day as you slept. You destroyed your home and killed several of the others staying in the house. You never forgave yourself for what you did. You gain one trauma(guilt)
9In particular circumstances, your powers malfunction, and you use the random metamagic ability instead of the one you intended. Gain one malus related to this phenomenon
10Your powers attract unwanted attention from hunters, cults, or scholars. Gain one enemy.
11Your magic sometimes acts of its own accord, responding to strong emotions without your intent. Gain one malus
12A dangerous entity claims that you are part of an ancient prophecy, and they are determined to use—or destroy—you. Gain one enemy and one mystery.

Warlock
Weal

d12event
1Your patron pulled some strings for you and gave you the taste of the good life for one night.
2You fulfill a task your patron gave you, and now they owe you a favor.
3Your patron gave you a vision of the future. You gain one omen(good)
4A high-ranking member of your patron’s following took you under their wing and taught you secret techniques. Gain one mentor.
5A small cult dedicated to your patron welcomed you into their circle. Gain one patron
6You received your first boon—a minor but helpful magical ability or item. It came at no cost… or you think so. You gain a charm or item with a minor property from the table on page 223 of the dungeon masters guide
7You awoke one day to find a mysterious, magical mark on your body, which you interpreted as a sign of your patron’s favor.
8Your patron’s guidance led you to discover a hidden place of sanctuary and safety. You remember exactly where the place is, and if you are in the region it is located in, you can guide the party there in 1d4 hours of travel
9Your patron helped you avoid a disaster that would have otherwise been your undoing. Although it left you wondering why they helped you. You gain one mystery
10Your patron helped you charm a powerful individual into becoming a friend. You are unsure of your patron’s motives, but you welcome the additional patronage. Gain one patron
11You found an unexpected ally who shares a connection to your patron. You gain one contact(associate)
12For a few weeks and completely out of the blue, your patron started to dote on you; you have no clue why, but it was a nice change of pace.

Neutral

d12event
1You had trouble contacting your patron when you started out. It took you performing the ritual 1d6 times to get it right
2Your patron tasked you with a strange errand, and you performed it without fully understanding why
3You spent hours deciphering cryptic messages from your patron, some of which still make no sense. Gain one mystery
4Your first attempt at channeling your patron’s power was… underwhelming. It is somewhat embarrassing looking back at it now
5The patron granted you a vision, but its meaning remains unclear to you. Gain one mystery
6You performed a minor service for your patron and received a cryptic reward. Gain one curio.
7You unintentionally offended a minor servant of your patron but managed to avoid consequences.
8You successfully passed yourself off as a wizard to avoid the consequences of being a servant to ___________
9Your patron gave you a very large and mysterious task that you are still in the process of completing. You gain one obligation(quest) and a mystery
10Your connection to your patron has enhanced your senses; you can feel something nearby. You are unsure what it is ,but you can tell it’s likely not friendly. Gaine one mystery
11You encountered a being that recognized your patron’s influence and treated you with cautious respect
12You heard whispers of another more experienced warlock who serves your patron, but you have yet to meet them.

Woe

d20event
1Your patron starts to suspect you are not as committed to them as you should be and demands you do something drastic to prove your loyalty. Gain one obligation(quest)
2You garnered the attention of one of your patrons’ enemies; now they are looking for you. You gain one enemy
3You made the mistake of using your powers in a town filled with superstitious people. You barely escaped being burnt at the stake as a witch. You can expect the same treatment if you ever return to that town
4Despite (or perhaps because of) your patron’s powers bad luck seems to follow you everywhere you go. Nothing has happened to you yet, but people around you suffer from mishaps. You gain one malus, and every town you visit will give you a cold reception if you return
5Your patron encouraged you to pick a fight with a monster much more powerful than you, and you got badly injured. Gain one lasting injury, and your relationship with your patron grows colder
6A rival warlock with the same patron sabotaged a request you were carrying out for your patron and succeeded. You gain one rival, and your patron’s disapproval
7You got into a fight with your patron and lost your powers for a month before you could mend your relationship. In which time you nearly ruined yourself financially trying to make it up to them.
8Your patron urged you to throw caution to the wind in your pursuit of more power, and you paid the price. You gain one malus(Curse) or one lasting injury
9Your patron wanted you to do something illegal, and you got caught. You escaped with the patron’s help, but you are no longer welcomed in the community where you committed the crime.
10Your patron sent you a vision in a dream in which they revealed themselves in full glory. You were not ready to see such things, and it nearly drove you insane before your patron realized what was going on. Gain one trauma(PTSD).
11Your patron inadvertently, at least you think it was accidental, revealed to you a dark truth about reality. You gain one obligation(secret) and one trauma(self doubt).
12You learned a secret about your patron who has sworn you to secrecy on the threat of death. Gain one obligation(secret), and your patron’s relationship becomes strained

Wizard

Weal

d20event
1You were selected to join a prominent wizards guild. If you join you gain a patron if not, you gain a contact(associate)
2You discovered a forgotten spell in an ancient tome nobody has ever heard of. Gain one mystery
3Your magical research attracted a noble patron. Gain one patron.
4You helped a magical creature, and the creature promised to aid you in a time of need. You gain one contact(debt)
5You discovered what look to be bits of the plans for a famous magical artifact. You gain one mystery
6Your talent for magic impressed a respected archmage who decided to mentor you. Gain one mentor.
7You inherited a strange spellbook from a powerful but deceased mage. The book had indecipherable writing except for one page containing a 9th-level spell.  Gain one curio and one mystery.
8A familiar bounded with you without you casting find familiar first. It seems friendly enough, but why it chose you is a mystery. You gain a familiar and a mystery
9Your research discovered a previously unknown magic hotspot. You received praise for your discovery but have not gone to the place in question. If you are in the region with the hotspot, you can find the hotspot with a dc12 intelligence check
10You saved your master or school from disaster through quick thinking. Your former peers and teacher still treat you like a hero
11You bonded with a master or teacher known for eccentric theories and strange teaching methods. He was friendly and told you about a strange theory he was working on. You gain one contact(friend) and a mystery
12You accidentally discovered something important during a research expedition and were rewarded by your master.

Neutral

d20event
1You received a mysterious letter from a former colleague or teacher requesting help on _________. Gain one obligation(quest) and a mystery
2You hate to admit, but it took you a long time to get the hang of ________________ spells
3You spent a sleepless week crafting your first magical focus. It has sentimental value. Gain one token
4Your early experiments often went awry, earning you a dubious reputation with your peers or teachers.
5You bonded with a fellow student over your shared struggles. Gain one contact (friend).
6You created an enchanted item that works sometimes. Gain one curio
7Your studies forced you into an unexpected rivalry with another student. Gain one rival.
8You accidentally created a minor magical anomaly; its effects remain unknown. Gain one mystery.
9Your master took you on a field expedition. It was much more dull than you expected
10You formed a study group with fellow apprentices or students to cram for a big test. You still keep in touch with a few of them. Gain one contact(friend)
11Your first time casting a spell from the ___________ school of magic produced, lets say, interesting results
12You learned the hard way that drinking and studying do not mix.

Woe

d20event
1You suffered a training accident involving a cursed artifact. Now you cursed, too. Gain one malus(Curse)
2You accidentally unleashed an artifact or creature that attacked your mind during your training. Make a wisdom check DC 13. If you pass, you gain a trauma (PTSD). If you fail, you gain a malus (psychosis)
3You botched an alchemical experiment, leaving you with a disfigurement. Gain one lasting injury.
4A rival student sabotaged your work, setting back your dissertation by months. Gain one rival.
5You angered a professor or mentor, who now refuses to acknowledge you. Gain one rival.
6Your first field expedition into an ancient ruin ended with you barely escaping alive. Gain one trauma (PTSD), and you remember where the ruin is
7You uncovered a group of students who were dabbling in black magic and reported them. They are still mad about you getting thrown out of school and are out for vengeance. You gain 1d4 enemies
8A forbidden book you read during training, and the dark secrets within haunt you. You gain one trauma (PTSD) and an obligation(Secret)
9You made an error in a summoning ritual that unleashed a powerful monster that rampaged. During the rampage, several of your peers were injured. Your former classmates avoided you for some time afterward. You gain one trauma (Shame)
10You drew the ire of a powerful magical entity by accident, and now they are after you. Gain one enemy
11Your magical research became an obsession, straining your relationships
12A magical accident left you in a coma for a week. When you woke up, you were different. You cannot put your finger on exactly what changed. Gain one mystery and one trauma.

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