You and another player character (or a notable or popular NPC in the GM's campaign) become acquainted with each other. Select an appropriate character (work with your DM to determine details)
You are mistaken for the missing offspring of the ruler of the land and are taken to live in the ruler's household. After 1d6 years something happens that causes you to leave. (work with your DM to determine details).
In adulthood you have an encounter with an unusual person, who as far as you can tell, has no home or family. You offer to help in anyway you can. After accepting your hospitality the stranger vanishes leaving a note "Your kindness will be remembered".