I think you’ve done well with the concept! Solid history without being too ornate, lots of open room for development and questions answered, and sounds like you’ve already got ideas about how to highlight with mechanics.
The only piece of advice I would give is, in addition to thinking about leaving hooks open for the DM to work into the story, also consider the other direction: how is your character going to be moved, compelled, and changed by the broad strokes of the adventure they are going to get into and the companions they are going to be adventuring with? How can this character help set up other characters to do “their thing”? I’ve found the games I’ve played in to only be improved by having those dialogues with the DM and other players up front


Amber is a classic example that comes up in these discussions.
Intrepid uses playing cards instead of dice to resolve scenes and combat. For scenes, two people each narrate an outcome, and players vote on the version they prefer using red or black playing cards. A card is then selected and that outcome becomes the truth, so there is still an element of randomness.
In combat, each suit has a specific meaning for the ebb and flow of the battle, jokers change the scene, and the first person to draw the 4th ace wins the fight.
Most of Ben Robbins’ don’t have a random element at all and conflicts are resolved through procedure. Follow uses two coloured stones/poker chips/tokenswhich are drawn from a bag, similar to Intrepid. He also provides a “finger dice” system for getting dice-like results without using dice. On a signal, every player throws from 0 to 5 fingers, and groups of 5 fingers are eliminated. The remainder is roughly equivalent to a d6 roll.