Tal'dorei Heroic Chronicle

by ffwydriad

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Tal'dorei Heroic Chronicle

The heroic chronicle is a system that allows players and Dungeon Masters to work together to build a compelling character story. It even allows characters to gain additional proficiencies, magic items, spells, or feats before the campaign begins. This section assumes that the player is starting from scratch — without having chosen a race or background for their character. The events that occur as a result of these random rolls inform what kind of character the player has. A player who already has a character concept in mind can choose options from the tables instead of rolling randomly, ignoring anything that doesn’t fit their character concept. If you’re a player using these tables, don’t be surprised if creating a backstory inspires you to change some aspect of your character concept. Let this tool inspire your imagination rather than limit it.

The "Homeland" and "Home Settlement" section of the chronicle roots a character’s history in the land of Tal'dorei by helping the player determine your region and home settlement. The "Background" and "Family" sections determine relationships with family members, allies, and rivals. Together, these help establish major events that happened to you before the campaign began. Options for determining your favorite food can help further define a your relationship to your homeland.

The "Fated Moment" and "Mysterious Secret" sections provide abilities and ties to the magic and mysteries of the world, as well as a potential reason to go adventuring. The “Prophecy” section of the chronicle sets out aspirations or goals that the player has for their character. These goals can help players and DMs create engaging stories that make the game more interesting. Each time a goal is met, it takes on a prophetic tone as a character achieves something they were driven or destined to do. Completing a goal grants the character a mechanical benefit as a reward.

Dungeon Masters can also use the Heroic Chronicle process to generate villains with histories and motivations grounded in Tal'dorei.

Homeland

The known lands of Tal'dorei are here grouped into three major geographic regions. To the north, Tal'dorei has been split into East and West, representing the areas around Emon and Westruun as the two most prominent cities. To the south, the Rifenmist Peninsula holds the Verdant Expanse and the elves of Syngorn, the independent villages of the Mornset Countryside, and the ominous Iron Authority of Beynsfall.

Roll a d100 and consult the Homelands table to determine which region you were born in. If you were born in one region but grew up in another, roll twice on the table to determine your place of birth and the region you eventually settled in.

Homelands
d100 Region
01-12 Northern Tal'dorei
13-57 Western Tal'dorei
58-73 Eastern Tal'dorei
74-00 Rifenmist Peninsula

Northern Tal'dorei

Independent from the Tal'dorei Republic, the northern reaches of Tal'dorei consist of the harsh Cliffkeep Mountains and the icy fields. Dominated by the Dwarves of Kraghammer, the North is full of hardy folk who have made this mountainous and treacherous region their home. Outside of Kraghammer, many smaller villages have used the mountains to keep distance with the rest of Tal'dorei.

Eastern Tal'dorei

From the heartlands of the Dividing Plains and the eastern shore of the Lucidian Coast, Eastern Tal'dorei is vibrant, filled with more recent and still-growing settlements. Both the Alabaster Sierras and the Lucidian Coast have strong historical and economic ties to Wildemount, trading with the Menagerie Coast, while Westruun is the main metropolis that dominates the region.

Western Tal'dorei

The Bladeshimmer Shoreline was where the first human settlers from Issylra landed, and represent the main powerhouses of the humans of Tal'dorei compared to the more ancient Dwarven and Elven Cities that date back to the Divergence and the smaller settlements that sprung up in the wake. Emon, the capitol of the Tal'dorei Republic, dominates the region in both size and power.

Rifenmist Peninsula

The southern reaches of Tal'dorei are known as the Rifenmist Peninsula, much of the area covered in a thick jungle sprung up in the Calamity's wake. The elves of Syngorn hold power to the north in the Verdant Expanse, while the free peoples have scattered villages throughout the Mornset Countryside, a mix of survivors from the Calamity and those who moved south to leave the more oppressive early days of Tal'dorei's history. The Beynsfall Plateau claims the southern tip, where the Iron Authority holds tyrannical claim, warring with the independent tribes that call the jungle home.

Background

In addition to granting you items, gold, and proficiencies, your background gives you a sense of belonging in the world. You can roll on the Backgrounds table to randomly determine your character’s background, or you can choose one that fits your character concept. This table includes backgrounds from Tal'dorei Campaign Setting Reborn, Explorer's Guide to Wildemount, and the Player's Handbook.

Social Status

Your background determines your place in the world. Very few people have true social mobility; most folk toil in the same profession from the day they’re old enough to work until the day they die, and few families ever rise to glory from obscurity. That’s just the way of things.

You, however, are an adventurer. Though your social status is determined by your background and your country of origin, you have the power to rebel against the hierarchies of your land and change your fate. Your background doesn’t change, nor do the proficiencies and other benefits you gain because of it. But the social status associated with your background might shift over the course of your life—and your adventures.

Each nation in Tal'dorei views people’s backgrounds according to its cultural values. Based on your character’s background, think about your social status within the context of the details of your homeland presented below.

Then use the Social Status Relationships table to determine how many allies and rivals you’ll roll for later on in this section.

Tal'dorei Republic. The main political power of Tal'dorei, the Republic spans coast to coast, although it's power isn't often seen. The people of Tal'dorei prize freedom above most, having fought hard for it in the Scattered War, although there is still a class divide between the working peoples and the nobility, especially within Emon.

Kraghammer. The Dwarves of Kraghammer and the Cliffkeep Mountains are allied with but remain separate from the Tal'dorei Republic.

Syngorn. The Elves of Syngorn and Lyrengorn are allied with but remain separate from the Tal'dorei Republic. Syngorn is controlled by staunch traditionalists and has little to no social mobility.

Independent. Independent villages can be found on the edges of Tal'dorei, in the north of the Cliffkeep Mountains and throughout the Mornset Countryside. A mixture of simple, hardworking folk trying to make a life on the frontier of civilization and those hiding out from the law, attitudes are frequently more lax.

Beynsfell. The Beynsfell Peninsula is ruled by the Iron Authority, a fascist empire with staunch control over its population. Grim and miserable, all efforts are put forth towards the greater good of the Authority and the Iron Emperor.

Social Status Relationships
d100 Background Tal'dorei Republic Kraghammer Syngorn Independent Beynsfall
01-08 Acolyte 1 Ally 1 Ally 1 Ally 1 Ally 1 Ally OR 1 Rival
09-10 Ashari 1 Ally --- 1 Ally --- 1 Rival
11-15 Charlatan 1 Rival 1 Rival 1 Rival 1 Ally ---
16-19 Criminal 1 Rival 1 Rival 1 Rival 1 Ally 1 Rival
20 Criminal (Myriad Operative) 1 Rival 1 Rival 1 Rival 1 Rival 1 Rival
21-23 Clasp Member 1 Ally 1 Rival 1 Rival 1 Ally ---
24-27 Entertainer 1 Ally 1 Ally 1 Ally 1 Ally 1 Rival
28-31 Folk Hero 1 Ally 1 Ally 1 Ally 1 Ally ---
32-33 Grinner 1 Ally 1 Ally 1 Ally 1 Ally 1 Rival
34-41 Guild Artisan 1 Ally 1 Ally 1 Ally 1 Rival 1 Ally
42-45 Hermit 1 Ally --- 1 Ally 1 Ally ---
46-47 Lyceum Student 1 Ally AND 1 Rival 1 Ally 1 Ally 1 Rival ---
48-51 Noble 1 Ally 1 Ally 1 Ally --- 1 Ally
52-59 Outlander 1 Rival --- 1 Ally 1 Ally ---
60-61 Recovered Cultist 1 Rival 1 Rival 1 Ally 1 Ally 1 Rival
62-69 Sage 1 Ally 1 Ally 1 Ally --- 1 Rival
70-71 Sage (Cobalt Scholar) 1 Ally --- --- --- ---
72-79 Sailor 1 Ally --- --- 1 Ally 1 Ally
80-81 Sailor (Revelry Pirate) 1 Rival --- --- 1 Ally 1 Rival
82-89 Soldier 1 Ally 1 Ally 1 Ally 1 Rival 1 Ally
90-91 Spy 1 Rival 1 Rival 1 Rival 1 Rival 1 Rival
92-99 Urchin 1 Ally 1 Rival 1 Rival 1 Ally 1 Rival
00 Whitestone Rifle Corps 1 Ally 1 Rival --- 1 Rival ---

Home Settlement

Once you’ve determined your nation and considered your social status within that realm, roll on the appropriate table in this section to determine which settlement you grew up in. If your character is a traveler—a child of soldiers, a nomad, a traveling performer, and so forth—you can roll for up to three settlements that you’ve visited often and have connections to.

Each home settlement is detailed in Tal'dorei Reborn. If your home settlement doesn’t make sense for your social status, you can either roll for a different settlement or think about ways to make a contradiction work for your backstory. For example, if you have the Noble background but rolled a village as a home settlement, perhaps you were raised there to protect you from your family’s enemies.

Race

You can determine your character’s race by consulting the section for your home settlement in Tal'dorei Campaign Setting Reborn. Each settlement’s description includes a percentile breakdown of its demographics. You can roll a d100 to determine your character’s race, or choose whichever race you wish to play. If your roll indicates “other races,” you can choose any race that isn’t already represented.

Northern Tal'dorei
d100 Settlement Name Type
01-21 Emberhold
(73% Duergar 15% Drow 12% Other)
City
22-93 Kraghammer
(73% Dwarven 8% Gnome 10% Human 14% Other)
Large City
94-98 Lyrengorn
(94% Elf 2% Human 2% Dwarf 2% Other)
Small City
99 Reaching Bluff
(53% Human 27% Dwarf 3% Genasi 14% Other)
Village
00 Terrah
(61% Human 19% Dwarf 5% Gnome 14% Other)
Village
Eastern Tal'dorei
d100 Settlement Name Type
01-02 Drynna
(75% Human 8% Gnome 8% Halfling 4% Elf 5% Other)
Town
03-04 Foramere Villages*
(30% Dwarf, 30% Half-Elf, 20% Elf, 10% Human, 10% Other)
Scattered Villages
05-06 Jorenn Village
(64% Human 9% Dwarf 7% Gnome 7% Halfling 14% Other)
Small Town
07-28 Kymal
(63% Human 24% Dwarven 13% Other)
Small City
29-32 Mooren*
(78% Human 7% Halfling 6% Dwarven 4% Tiefling 4% Other)
Small Town
33-39 Rivermaw Tribe*
(25% Goliath, 25% Orc, 20% Gnoll, 10% Human, 10% Elf, 10% Other
Nomadic Tribes
40-47 Stilben
(67% Human 11% Elf, 11% Halfling, 5% Half-elf 6% Other)
Small City
48-49 Turst Fields
(40% Human 38% Halfling, 15% Gnoll 8% Other)
Small Town
50-86 Westruun
(61% Human 10% Gnome 7% Tiefling 5% Half-Orc 1% Gnoll 4% Goliath 12% Other)
Large City
87-99 Whitestone
(78% Human 7% Halfling 6% Dwarven 4% Tiefling 4% Other)
Small City
00 Zephra
(62% Half-elf12% Genasi 10% Human 10% Halfling 5% Tiefling)
Village
Western Tal'dorei
d100 Settlement Name Type
01 Emerald Outpost
(76% Elven 19% Human 3% Halfling 2% Other)
Small Town
02-95 Emon
(63% Human 7% Dwarven 8% Elven 22% Other)
Metropolis
96 Fort Daxio*
(63% Human 7% Dwarven 8% Elven 22% Other)
Small Town
97 New O’Noa
(83% Human 17% Other)
Small Town
98 Shalesteps
(33% Human 32% Halfling 32% Dwarf)
Small Town
99-00 Vos'skkriss*
(75% Yuan-Ti, 20% Lizardolk, 5% Other)
Small City
Rifenmist Peninsula
d100 Settlement Name Type
01 Bronbog
(53% Human 18% Half-Elf 9% Halfling 10% Goblinoid 9% Other)
Village
02-05 Byroden
(45% Human 21% Half Elf 8% Halfling 8% Gnome 12% Goblinoid 6% Other)
Small Town
06-07 Exordam-Haar*
(70% Hobgoblin 10% Goblin 20% Other)
Small Town
08-18 Hdar-Fye*
(70% Hobgoblin 10% Goblin 20% Other)
City
19 Heldenfaire
(45% Human 21% Half Elf 8% Halfling 8% Gnome 12% Goblinoid 6% Other)
Village
20-26 Niirdal-Poc
(18% Human 12% Elf 10% Half-Elf 7% Genasi 12% Goblinoid 12% Elephantine 6% Other)
City
27-31 Orroyen Tribes
(64% Elf 12% Half-Elf 10% Human 14% Other)
Nomadic Tribes
32-36 Ortem-Vellak*
(70% Hobgoblin 10% Goblin 20% Other)
Small City
37-58 Rybad-Kol*
(70% Hobgoblin 10% Goblin 20% Other)
Large City
59-61 Ruhn-Shak
(80% Dark Elf 12% Duergar 5% Deep Gnome 3% Other)
Small City
62-78 Syngorn
(85% Elven 9% Human 3% Halfling 3% Other)
Large City
79-99 Tz’Arrm
(70% Hobgoblin 10% Goblin 20% Other)
Large City
00 Vues’dal Waters
(52% Elven 5% Human 10% Goblin 3% Other)
Scattered Villages

Editor's Note: Certain settlements have been marked with an asterix (*) to denote that the population stats are rough estimates; while these locations are canonical to Tal'dorei and described in Tal'dorei Campaign Setting Reborn, they do not have full population numbers or demographics, and as such the numbers presented here are not official or canonical.

Favorite Food

Each region of Tal'dorei favors different cuisine based on climate and culture. Depending on where you grew up, you probably have a favorite local food.

The heartlands of central Tal'dorei are known for their rich crops and plentiful livestock, with both seafood and imported cuisines seen on each shore. The north is more dominated by hunting, mountainous terrain making it difficult to raise livestock, while the south and the Rifenmist Jungle have plentiful tropical fruits and abundant game.

Kraghammer and Northern Tal'dorei
d8 Food
1 Stonehearth Stew - thick chunks of game, cavegrown mushrooms, and whatever hearty tubers are on hand.
2 Meat skewers - hunted game seasoned with heavy spices and roasted over open fires, now popular as street food in busy marketplaces.
3 Rockbread - a dense, hearty bread meant to store and travel for long times - most popular among Dwarves.
4 Elf-mash - a creamy dish made from overripe cloudberries, popular in Lyrengorn.
5 Ice Fungus Soup - a sweet desert soup with a herbal flavor made from ice fungus, dried fruit, and rock sugar.
6 Goat milk ice-cream, traditionally set out in the momuntain snow to cool.
7 Cloudwine - brewed in the highest mountaintops, a milky, slightly alcoholic drink.
8 Dwarven Ale - the classic.
Lucidian Coast and the Alabaster Sierras
d6 Food
1 Kelp Salad - pickled seaweed from the Lucidian Coast, a common side dish.
2 Grilled salmon - freshly caught from Mooren Run in the Alabaster Sierras.
3 Stilben Oysters - harvested off the shore, oysters are a popular and cheap dish.
4 Pate, a popular food from the nobility, with ground venison from the Parchwood Tmberlands.
5 Honeyflame bread - a fried desert soaked in honey and coated in spices, imported from the Menagerie Coast.
6 Greep. A cheap, flammable liquor made of rice wine, vinegar, syrup, and pure kerosene.
Dividing Plains
d6 Food
1 Harvest Close Soup - made from squash, carrots, onions, lentils, and whatever other vegetables, often eaten as part of Harvest Close festivals.
2 Stuffed Wheat Loaves - hearty Westruun bread, stuffed with cheeses, dried fruits, or root vegetables.
3 Roast Plainscow - massive, dense and savory roast from the large cows native to the Dividing Plains.
4 Hotspice Stew - a thick sauced stew made of leftover meats, barley, and heavy spices, both local and imported from Marquet or the Menagerie Coast..
5 Turnovers - delicate pastries with fillings of apples and other fruits.
6 Greenmint - a tangy alcohol made with apples, grapes, and mintleaves.
Bladeshimmer Shoreline
d6 Food
1 Grilled chellerum - a salty gourd that is a popular and hearty meat substitute.
2 Cave fisher boil, a crustacean-like monster that tastes like crab cooked in strong wine.
3 Daggerbay Lobster - once a common working-class dish, increasingly popular among nobles in Emon.
4 Smoaked Mutton, roast sheep commonly farmed around Emon. Some claim to see it floating.
5 Honeystars - small, honey flavored handheld cakes, popular as festival food.
6 Spiced Cider - served both hot and cold.
Verdant Expanse and the Rifenmist Jungles
d8 Food
1 Elderroot Soup - a creamy soup made from hearty root vegetables with a subtle, earthy flavor. Popular in Syngorn.
2 Mornset Cheddar, a sharp tangy cheese from the cows in the valley, enjoyed on its own or paired with Byroden apple pies.
3 Venison - roast deer, popular with the hunters of Syngorn and the Verdant Expanse.
4 Fry Bread with plum and coffee chutney. Popular in Niirdal-Poc.
5 Honeyed Ants - sweet and crunchy, native ants flavored with local honey, eaten raw or mixed into desserts for texture. Popular in the Rifenmist Jungles.
6 Pie - both local fruits and game meats are baked into pies, popular in Byroden and the Mornset Countryside.
7 Enkida - a sweet liquor made from tropical fruits.
8 Coffee - a rich coffee brewed from the beans in the Rifenmist Jungle.

Family

The size of your home settlement plays a part in the size of your family. Villages in Tal'dorei are predominantly rural, and families need children to tend their farms and perform household duties. By contrast, land and commodities are expensive in the cities, making it difficult to afford a large family.

Families with at least three children often encourage one child, typically the eldest, to continue the family trade. The other children are encouraged to travel so as to learn a new trade, become a scholar, apprenticed to a master guild artisan, or similar activities. Those who can afford to do so will send children to Emon or Westruun, to study in the Alabaster Lyceum or with the Cobalt Soul.

Roll twice on the appropriate Family Size table—once to determine how many living parents you have, and once to determine your living siblings. The state of your family might change over the course of your backstory and campaign.

Family Size (Village)
d100 Number of Parents Number of Siblings
01-10 3 or more 2d4 + 2
11-50 2 2d4
51-89 1 1d4
90-00 0 0
Family Size (City)
d100 Number of Parents Number of Siblings
01-06 3 or more 2d4 + 2
06-60 2 2d4
61-80 1 1d4
81-00 0 0

Parents. You might have been blessed with two loving parents, or you might have helped your single parent take care of the rest of your family. You might have been raised by three or more parents, whether because those parents engage in a polyamorous relationship, one or both parents had multiple spouses, or you were raised communally. Or you might have no parents, whether you were orphaned early in life or have outlived the parents you did have.

Siblings. Your siblings can include your parents’ other children, half-siblings from your parents’ other marriages or affairs, cousins who are as close as siblings, or beloved friends who became siblings by bond rather than by blood.

Family Member Traits

Once you’ve determined the size of your family, choose the gender and age of each family member.

Powerful Family Relationships

d100 Relationship

01
–10
You thought you killed this family member, whether by accident or otherwise. You never expected to see them again—but now they’re out for your blood.
You gain one rival.

11
–20
You insulted this family member so gravely that they left your life forever. If they ever return, it will be to settle the score.
You gain one rival.

21
–30
You have always been better than this family member at a particular activity. They grew jealous and abandoned you, so that they could return and best you one day.
You gain one rival.

31
–40
You uncovered a secret about this family member, whether a tiny embarrassment or a life-changing scandal. They now seek to unveil your darkest secret.
You gain one rival.

41
–50
You and this family member have a friendly rivalry, and are constantly trying to best each other in an activity, craft, or other pursuit. You visit occasionally to test each other’s skills.
You gain one rival.

51
–60
This family member owes you a debt, and they don’t like it. They’ll help you out when you need it, but only to clear the slate.
You gain one ally.

61
–70
This family member loves you, but you were never that close. They’ll do anything to help you—as long as they won’t be at risk of injury or death.
You gain one ally.

71
–80
This family member caused you to have a horrible accident when you were a child. They still feel incredible guilt, which they would do anything to assuage.
You gain one ally.

81–90
This family member left long ago for reasons you don’t understand or won’t talk about. Before they left, they promised you that they would return in your hour of greatest need.
You gain one ally.
91
–00
This family member has always loved you with all their heart, and would do anything for you.
You gain one ally.

Allies and Rivals

If you gained allies or rivals based on your background, this section allows you to establish your relationship with them, as well as the broad strokes of their identities.

Start by rolling once on the Ally Relationships or Rival Relationships table for each of those allies and rivals. Alternatively, you and your DM can work together to create relationships that enhance your character’s story.

Allies and Rival Relationships
d100 Ally Relationship Rival Relationship
01
–10
This ally is a loyal pet. Rather than rolling on the Ally and Rival Identities table, choose one beast of CR 1/8 or lower as your pet. This person believes that you murdered their sibling. Regardless of your guilt or innocence, they are out for your blood.

11
–20
This person once lost a bet to you and is still trying to scrounge up the cash to pay you back. They’ve decided you’d both be better off if they put you in their debt instead. You bested this person in combat, but they believe you cheated to defeat them. They long to prove that they are the superior warrior.
21
–30
This person was once a beggar to whom you gave a large sum of money. They have transformed their life thanks to you, and now want to repay your generosity. You broke a promise to this person, and it caused them to suffer greatly. Now they conspire to make someone else break a valuable promise to you.
31
–40
You were this person’s favorite drinking buddy, and their home is always open to you and your friends. You once loved this person, but broke their heart. They are now obsessed with making you feel the same pain they felt.
41
–50
This person was once your mentor, but you left before you could complete your training. You are welcome to return and finish what you started, but only when you are ready. This person was ordered to arrest you, and doggedly hunts you wherever you go.
51
–60
You bonded with this person over a traumatic event such as a battle or an armed robbery. If you ever tell them that you are in danger, they will try to aid you. This person thinks that you were replaced by a doppelganger or possessed by a spirit or monster. They are now trying to defeat you, so as to find or free the original you.
61
–70
You and this person share a terrible secret, and you have sworn to never reveal it to anyone. They will help you keep this secret if it is ever in danger of being revealed. You fled from your home under mysterious circumstances. This person is obsessed with finding out the truth of what caused you to leave.
71
–80
This person fell in love with you. If you reciprocated, they always stand at your side. If you didn’t, they took it well, and still consider you their closest friend. You and this person tried to harness power beyond your control, and it left them disfigured and in constant pain. Having since mastered the power that nearly destroyed them, they now seek to turn it upon you.
81
–90
You and this person were affected by powerful magic, and now you both share a telepathic connection that functions while you are within 1 mile of each other. You helped this person out once when they were down on their luck, and now they go to you whenever they need help.
91
–00
This person owes you their life. Even if they can’t follow you everywhere you go, they will do anything they can to protect you. This person wants to be your friend, but their help has always made your life harder.

Ally and Rival Identities

When you’ve determined the relationships between you and your acquired allies and rivals, roll for each one on the Ally and Rival Identities table to determine their game statistics.

If you roll a particularly powerful ally or rival on this table, their involvement in your life causes a fateful moment to occur in your backstory.

Ally and Rival Identities

d100 Statblock Source Fateful Moment
01-04 Commoner MM
05-08 Acolyte MM
09-12 Bandit MM
13-16 Bandit Captain MM
17-20 Berserker MM
21-24 Clasp Cutthroat TDR
25-26 Clasp Enforcer TDR
27-30 Cultist MM
31-34 Cult Fanatic MM Fateful moment
35-38 Druid MM
39-42 Gladiator MM Fateful moment
43-46 Guard MM
47-50 Knight MM
51-54 Priest MM
55-58 Scout MM
59-62 Spy MM
63-66 Tribal Warrior MM
67-69 Rivermaw Brawler TDR
70-73 Veteran MM
74-76 Ashari
(DM's choice or roll 1d4)
TDR Fateful moment
77-79 Mage MM Fateful moment
80-82 Noble MM Fateful moment
83-85 Assassin MM Fateful moment
86-88 Remnant Cultist TDR Fateful moment
89-90 Remnant Chosen TDR Fateful moment
91-92 Bloodhunter EGW Fateful moment
93-94 Ravager Slaughter Lord TDR
95-96 Good/neutral lycanthrope
(DM’s choice)
MM Fateful moment
97-98 Evil lycanthrope
(DM’s choice)
MM Fateful moment
99 Archmage MM Fateful moment
100 Adult gold or red dragon
(DM’s choice)
MM Fateful moment

Fateful Moments

No one decides to go adventuring without a reason. Some might set out from home in the name of vengeance, seeking retribution for themselves or their kin. Some might be looking for wealth or glory. Others might seek only a change from their dreary lives, never realizing that they’ll soon be caught up in events beyond their understanding.

Roll once on the Fateful Moments table for each such moment you accrued in the previous section, courtesy of the allies and rivals that are part of your backstory.

If a fateful moment grants you a proficiency that you already had, choose any proficiency of the same type (armor, skill, language, tool, or weapon). If a fateful moment doesn’t make sense for your character, roll a new event or work with your DM to change up the details.

Fateful Moments
d20 Event
01 Your parents were murdered in front of you. Roll on the Ally and Rival Identities table to determine the type of creature that killed them. You have proficiency in the Stealth and Survival skills.
02 You met a dark elf dying in the wilderness. Around their neck was a silver talisman containing a cameo of their child and the name “Il’viranya.” It is an amulet of proof against detection and location.

03
A mysterious stranger gave you a gift that saved your life while you were lost in the wilderness. Roll on the Ally and Rival Identities table to determine the identity of the stranger. Then roll on Magic Item Table B in the Dungeon Master’s Guide to determine the item. If you roll a consumable item from the table, roll again.
04 You were caught in a terrible storm but miraculously survived. Now your dreams contain visions sent by a mysterious god or demigod. You have proficiency in the Arcana or Religion skill (your choice).

05
A famous warrior trained you with what has become your signature weapon. You have proficiency with a martial weapon of your choice, and you own one such weapon. It has special features as detailed in chapter 7 of the Dungeon Master’s Guide. You also have the Martial Adept feat from the Player’s Handbook.
06 You were the sole survivor when a horde of rampaging monsters raided your village or your neighborhood. You have proficiency in the Stealth skill or proficiency with martial weapons (your choice).
07 A famous mage saw potential in you and tutored you in the arcane arts. You have a spellbook and the Magic Initiate feat from the Player’s Handbook.
08 While on a long journey, you were picked up by a traveling circus, spending a year with them before returning to your home. You have proficiency in the Acrobatics or Performance skill (your choice) and proficiency with the disguise kit.
09 You were transformed into a bear by mysterious magic, and lived for a year as an animal before you were saved by a druid. Magic still lingers within you, though, and you can cast speak with animals at will.

10
You were press-ganged into military service, and were left shaken by what you saw on the battlefield. You have proficiency with medium armor, shields, and martial weapons. You also have a random form of indefinite madness, determined by rolling on the Indefinite Madness table in chapter 8 of the Dungeon Master’s Guide.
11 You were kidnapped by bandits while traveling between towns. While captured, you met an old thief who helped you escape. You have proficiency with thieves’ tools and proficiency in the Stealth skill.

12
You were visited by a demon lord in a dream. You awakened knowing the find familiar spell and are now able to cast it as a ritual, but your familiar always takes the form of a quasit. You also have a random form of indefinite madness, determined by rolling on the Indefinite Madness table in chapter 8 of the Dungeon Master’s Guide.
13 While exploring a remote forest, you were attacked by evil lycanthropes but escaped before being killed. You are cursed with wereboar, wererat, or werewolf lycanthropy (DM’s choice).
14 While lost in a remote forest or jungle, you were saved by a werebear or weretiger (DM’s choice). The lycanthrope believed you were destined for greatness and granted you the gift of lycanthropy with your consent.
15 You saved a pseudodragon from being eaten by a giant spider in a dark forest. The pseudodragon now loyally follows you wherever you go, even if you’d rather it stay hidden. It is controlled by the DM but obeys your commands if treated well.

16
You nearly died from a virulent disease (the DM’s choice of cackle fever, sewer plague, or sight rot; see chapter 8 of the Dungeon Master’s Guide). Your life was saved by an agent of the Cobalt Soul, who could not cure the disease, but who gave you a periapt of health that suppresses it.
17 You were accused of a crime and were exiled or imprisoned, regardless of whether or not you were guilty. Having spent time among criminals, you have proficiency in the Intimidation skill and you know thieves’ cant.
18 You saved a riderless horse wearing full tack and harness from wolves. You own a riding horse and a saddle, and you have proficiency in the Animal Handling skill.
19 While reading through a mysterious tome once owned by your parent, you found a treasure map that points toward a place in Tal'dorei of the DM’s choice.
20 You received a letter revealing that you were the secret child of a wealthy noble family living in Emon within the Tal'dorei Republic. They enclosed 100 gp to ensure your safe passage to the imperial capital, and a signet ring bearing your true family’s seal.

Mysterious Secrets

You saw something you weren’t supposed to. A note came into your possession by mysterious means. A childhood friend spoke to you of a cryptic message. Whatever its source, a secret has haunted you your entire life. What is it?

You can roll on the Mysterious Secrets table or work with your DM to create a secret.
Mysterious Secret
d20 Secret
01 Years ago, my best friend came to me in the middle of the night and gave me a key that glowed with an icy blue light. I never saw that friend again.
02 I was the only witness to a cold-blooded murder. In the aftermath, I saw the killer take a gold coin with a ruby inlaid at its center from the victim’s body.
03 I woke up one night with a tattoo on my arm that I have no memory of receiving - and on certain nights, it glows.
04 While exploring near my home, I found a cliff with a bunch of caverns dug out of it, all of them large enough for people to hide within.
05 I once saw a cat that seemed to be moving with a strange sense of purpose. I followed it to the dwelling of an important local elder, where it gazed through the window for an hour. Then it suddenly shook itself and raced away, as though a spell had been broken.
06 One of my parents left home in the middle of a storm, in the middle of the night. They had their sword and shield. They came back a week later, with the shield practically in pieces. They never talked about that night.
07 I had a friend who was a farmer. Every week, their crops doubled in size until they had pumpkins as big as houses. Then the next week, the friend was gone and their fields were torched. I never heard from them again.
08 I once saw an enormous figure walking through the clouds on a stormy night. At one point, they looked at me, and then kept walking.
09 I woke up one night to find one of my siblings perched on my chest, staring into my eyes. They said, “The time is soon,” and then giggled and ran off. When I asked them, they had no memory of the event.
10 I once saw a giant bird soar past overhead. It croaked out a cry that sounded like my name, then disappeared beyond the clouds.
11 I ate a fruit whose seeds spelled out a magic word where I’d cast them onto the ground. Years later, I saw the same word spelled out within a slice of bread.
12 A warrior friend of mine died. But every so often, I swear I see that friend in their old armor, at the corner of my vision.
13 When I was young, I found an egg in the forest - I swear that it's a dragon, but it never hatched.
14 I saw a desolate battlefield, and among the dying trees, skeletal figures, beckoning for me to join them.
15 I saw the Red Moon flare, and the next moment, a man was dead on the street before me.
16 A lake flash-froze right in front of me on a summer day; I was lucky not to be swimming when it did.
17 My parent met with a strange, robed figure; I listened in as they asked to keep something safe, but I never saw what.
18 While trying to forge a sword, I accidentally burned myself with the red-hot blade. A strange vision then came to me, of powerful weapons calling out for me to wield them.
19 I once met someone fleeing through the woods who said they had escaped from some evil place. I asked what that meant, but the stranger fell dead on the spot. When I returned with help to collect the body, it was gone.
20 I once caught a falling star. It looked up from my hands and smiled, then told me to look for it on the day when fire erupts from the earth.

Prophecies

A prophecy influences your character’s future.

Write down three aspirations or goals you have for your character, and which you want to achieve over the course of the campaign. A prophecy goal should have two parts: first, the goal that your character wants to attain, and second, a sense of what complication might ensue once the goal is met—for good or for ill.

One of your prophecy goals should be an immediate goal, one should be long term, and one should be a goal that concludes your character arc at the end of the campaign.

You don’t have to decide on all three goals at the start. You can choose your immediate goal now and think about the other two while you get a feel for the tone of the campaign.

These prophecy goals can help your character stay motivated, but they’ll also help your Dungeon Master create interesting stories that relate directly to your character. Your three prophecy goals can help the DM shape the campaign by determining what challenges or rewards to put in your character’s way. (If you rolled for a mysterious secret in the last section, that secret is a great thing to link to a goal.)

Alternatively, you and your DM can work together to create goals that help link your character goals to an existing story the DM wants to tell.

Prophecy Inspirations
d20 Secret
01 I will defeat the creature that killed my parents. Its defeat might make me question my purpose in life.
02 I will join the Arcana Pansophical, but fail to uphold the Truth of Magic when put to test.
03 I will save my village from the gnoll tribe that has raided us for the past year. Their defeat will inspire me to perform even greater feats of heroism.
04 I will unintentionally break the seal holding a great darkness back from these lands.
05 I will join a blood hunter order. My new comrades-in-arms will make me powerful, but I must pay a steep price for that power.
06 I will speak with a god, and what they reveal to me will forever alter my path.
07 I will find myself in the heart of Gatshadow, and encounter a dark and incredible power.
08 I will uncover deep corruption with in the nobles of Emon, that if revealed could threaten the stability of the Republic.
09 I will infiltrate the Clasp, but doing so will compel me to commit evil acts.
10 In the library of the Cobalt Soul, I will uncover a secret best left forgotten.
11 I will speak to a dragon, live to tell the tale, and provoke the dragon’s everlasting wrath.
12 I will overthrow a wicked tyrant - and leave chaos in the wake of their defeat.
13 I will hesitate at an important moment. Another person will suffer for it.
14 I will stumble by accident into the Golden Grin. Though I will reject their call at first, something will draw me back.
15 I will befriend a flying beast and ride it through the skies. Others will envy me for the bond I have with this creature.
16 I will join the League of Miracles and learn the Grand Thaumaturge's true nature.
17 I will travel to one of the elemental planes at the behest of the Ashari, but doing so will change me.
18 I will find an ancient treasure, and be hunted by those who also seek it.
19 I will stand before the Tal'dorei Council, and they will find me wanting.
20 I will meet my birth parents. Doing so reveals a secret about my birth that will change the way I look at the world.

For the Dungeon Master

If you’re the Dungeon Master for your group, think about how long you want your campaign to run. Each player will have three goals; if you take the number of game sessions you anticipate your campaign lasting and divide it by the number of prophecy goals laid down by all your players, you’ll have the average number of sessions it should take for one player to complete one goal.

If the characters are completing their goals too quickly, remember that it’s more interesting for the players if events that are important to them happen frequently rather than slogging a story that has nothing to do with them.

Prophecy Rewards

Each time a character completes one of their three prophecy goals, they gain a reward of the DM’s determination. Any of the following rewards are suitable for completing a goal, or the DM might decide on unique rewards of the same general level:

  • For the next 1d10 days, the character gains inspiration whenever they finish a long rest.
  • For the next 1d10 days, the character has advantage on saving throws to avoid being frightened.
  • For the next 1d4 days, the character’s weapon attacks deal an extra 1d6 damage of the weapon’s type.

Random Generated Other Races

Optional table to produce random results for the 'other race' category, with only those races seen in Exandria. If you roll a result listed on the settlement (ie, not falling into the %Other), then reroll until you get a result that is not. Alternatively, you may roll on this table in place of the settlement-specific results.

Random Race Table
d00 Race Book
01-05 Human PHB
06-10 Dwarf PHB
11-15 Elf PHB
16-20 Halfling PHB
21-24 Dragonborn PHB
25-28 Gnome PHB
29-31 Tiefling PHB
32-34 Half-Elf PHB '14
35-37 Half-Orc PHB '14
38-40 Aasimar VGM, PHB '24
41-43 Goliath VGM, PHB '24
44-46 Orc VGM, ERLW, MPMM, PHB '24
47-49 Aarakocra (Eisfuura) EEPC, MPMM
50-52 Genasi EEPC, MPMM
53-54 Tortle MPMM
55-56 Firbolg VGM, MPMM
57-58 Kenku VGM, MPMM
59-60 Lizardfolk VGM, MPMM
61-62 Tabaxi (Katari) VGM, MPMM
d00 Race Book
63-64 Triton VGM, MOT, MPMM
65-66 Bugbear VGM, ERLW, MPMM
67-68 Goblin VGM, ERLW, MPMM
69-70 Hobgoblin VGM, MPMM
71-72 Kobold VGM, ERLW, MPMM
73 Yuan-Ti Pureblood VGM, MPMM
74 Githzerai MTF, MPMM
75 Githyanki MTF, MPMM
76 Eladrin MTF, MPMM
77 Shadar-Kai MTF, MPMM
78-79 Centaur GGR, MOT
80-81 Loxodon (Pachydern) GGR, MOT
82-83 Minotaur GGR
84 Changeling ERLW, MPMM
85 Warforged (Aeormaton) ERLW
86-87 Leonin (Katari) MOT
88-89 Hollow One EGtW
90 Dhampir VRGR
91 Hexblood VRGR
92 Reborn VRGR
93 Satyr MOT, MPMM
94 Fairy WBW, MPMM
95-96 Harengon (Lagomore) WBW, MPMM
97-98 Owlin (Eisfuura) SCC
99 Autognome (Aeormaton) AAG
00 Gnoll
 

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