Heroic Chronicle

A character's story begins with determining the region where they were born, the job they had before becoming an adventurer, their social status, the settlement where they grew up, and their family relationships. As this backstory develops, the character will gain allies and rivals, as well as learn some of the fateful moments that set them on the path of adventure.

## Homelands

The known lands of Moro are divided into four major geographic regions. With further subdivisions within.

 01-25
 26-59
 51-75
 76-100

Roll on the Homelands Chart and roll again on the Nations Chart for your specific homeland.

### Carcainian Valley and the Highlands

Which of the rulers of the north do you swear fealty?

 01-20

### Thel'Darion

Which of the Great Houses of Thel'Darion do you serve?

 01-20

### Southern Regions

Where in the south do you call home?

 01-20

### Western Lands

In the far west where nature reigns supreme, what lands do you hail from?

 01-20

## Background

In addition to granting you items, gold, and proficiencies, your background gives you a sense of belonging in the world.

## Social Status

Each nation in Moro views people's backgrounds according of 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.

### Carcainian Valley and the Highlands

#### Morwyr

Morwyr is a seafaring kingdom is the north of Moro. Morwyr is a hardy country defined by rough architecture, stoic attitudes, reliance upon the sea, and religious fervor.

The people of Morwyr value a quite life and a hardy work ethic. Silence and keeping to oneself is a great virtue amongst the Morwan people. The People of Morwyr are natural sailors and a god-fearing race. Morwan people strive for a humble life away from trouble. Life is dangerous and death may lay around the corner, as a result you must adopt a stoic perspective where you cherish life itself. The grace of the God's gave us life on this treacherous world and their wrath can take it away.

#### Vurbrannt

Vubrannt is known for its extensively magic centered society, looming peaks, deep valleys and genius minds

The pursuit of intelligence is what occupies the mind of most people from Vurbrannt. From aloft their tower mountains they probe the world around them for all knowledge big and small. Every Vurbranntian seeks that one discovery which changes the world forever. A day of study and work is best rewarded with a day of drink. The people of Vurbrannt love their brews and are prone to a good session in the local tavern.

#### Warrendeep Trading Corporation

Warrendeep is the home of the Gnomes, Kenku, Kobolds and every kind of lust for gold imaginable. In the lowlands of Dir Dahnum money talks and it is the Warrendeep Trading Corporation that does most of the talking. Comradery is a commodity and anything you can think of is bought and sold here, but you must keep in mind that your luck runs when your gold does. The cities of Warrendeep are technological wonders, massive engineering works clutter the city and there is a swindler on every corner peddling his new contraption. Warrendeep is a unique place in the fact that Kenku and Kobolds are not shunned but instead accepted. The Kenku’s capacity for relaying corporate message word-for-word was instrumental in the humble early years of the corporation and has since found themselves a place they can now call home. And the Kobold’s eye for all things shiny have wormed themselves all the way to the top where their greed is put to good use.

### Western Wynandir

The Dwendalian Empire prizes king and country over personal freedoms - at least as far as the freedoms of the poor are concerned. For the wealthy noble class, most laws are mere guidelines, since bribery and political favors can make almost any problem go away.

In the Dwendalian Empire, rural folk are seen as honest, hardworking, and pious, while the wealthy ruling class are viewed as beneficent patricians - or as miserly tyrants. Patriotism is a core virtue, and enlisting in the Righteous Brand and adhering to the empire's strict religious laws are the most patriotic acts of all.

### Greying Wildlands

The Greying Wildlands and the settlement of Shadycreek Run are lawless. Crime is a virtue here, mercy a vice. Only strength rules in the land run by the coalition of criminals known as "the Tribes." Anyone who doesn't have the personal strength to defend themselves is treated with contempt, and those who represent the iron fist of the empire are utterly despised.

Travel further north, however, and one reaches the Diarchy of Uthodurn, a stable and ancient city rule by elves and dwarves. Here, order and art are prized over chaos and personal enrichment. If you character is from Uthodurn rather than Shadycreek Run, replace any rival you gain from the Social Status Relationships table with an ally and vice versa.

### Thel'Darion

Accumulating knowledge and achieving spiritual enlightenment are the virtues of the Kryn Dynasty, whose society is built around the tenets of the Luxon. Artists, entertainers, artisans, and all people who create are well-valued in Kryn society. yet, in this age of war, people whose skills allow them to destroy are paradoxically prized just as highly.

To the Kryn, a person's background is less important than the experiences they've accumulated - particularly for those who have begun walking the sacred path known as consecution. Nonetheless, even the most enlightened society can't help but look down upon its lowest citizens and sneer at its haughty elite. Once all beings are beloved by the Luxon, perhaps these ills of society will be purged once and for all.

## Home Settlement

Once you've determined your nation and considered your social status within that realm, roll on the appropriate table 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 some connections in.

 01-20
 20-30
 31-36
 37
 38-89
 90-00

## Family

Roll twice on the appropriate Family Size table - once to determine how many living parents you have, and once to determine your living siblings.

 01-10
 11-50
 51-89
 90-00

 01-05
 06-60
 61-80
 81-00

## Powerful Family Relationships

Your first allies and rivals are your family. Sometimes your family members are your closest friends. Sometimes you hate their guts. Roll a d3. This is the number of powerful relationships you have within your family.

Roll once on the Family Relationships table for each powerful relationship you have within your family, to determine the setup of your friendship or rivalry.

 01-10
 11-20
 21-30
 31-40
 41-50
 51-60
 61-70
 71-80
 81-90
 91-00

## Acquired Allies and Rivals

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

## 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. This table includes monsters and NPCs in this book and in the *Monster Manual.*

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, as determined on the Fateful Moments table.

## 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 along the open road.

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.

## Mysterious Secret

You saw something you weren't supposed to. A note came into your possession by mysterious means. You can roll on the Mysterious Secrets table or work with your DM to create a secret.

## Prophecy

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 is the goal that your character wants to attain. Second is a sense of what complication might ensue once the goal is met - for good or 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 choose all three goals at the start.

If you're looking for prophecy goals for your character, you can roll on the Prophecy Inspirations table for a random goal and a consequence of that goal. If this goal isn't a perfect fit for your character, you can fine-tune it or roll again to find one that works better.