You are a diplomatic representative of your tribe, clan, or nation. You have experience speaking before nobles and kings and know how to present yourself before such people. You are comfortable in unfamiliar cultures and before unfamiliar people. You are competent in the political scene and know how to deceive, persuade, and intimidate with the best of them.
- Skill Proficiencies: Insight and one of your choice between Deception, Intimidation, or Persuasion.
- Tool Proficiencies: None.
- Languages: Two of your choice
- Equipment: One set of traveler's clothes, poorly wrought maps from your homeland that depict Exandria, a small piece of jewelry worth 10gp in the style of your homeland's craftsmanship, and a pouch containing 5gp
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Suggested Characteristics
Personality Traits:
1 - I would rather make a new friend than a new enemy.
2 - I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
3 - I'm earnest and uncommonly direct.
4 - I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
5 - I blow up at the slightest insult.
6 - The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
7 - I think of everything in terms of monetary value.
8 - I never stop smiling.
Ideals:
1 - Justice. Place in society shouldn't determine one's access to what is right. (Good)
2 - Security. Doing what must be done can't bring the innocent to harm. (Lawful)
3 - Confusion. Deception is a weapon. Strike from where your foes won't expect. (Chaotic)
4 - Infamy. My name will be a malediction, a curse that fulfills my will. (Evil)
5 - Incorruptibility. Be a symbol, and leave your flawed being behind. (Any)
6 - Anonymity. It's my deeds that should be remembered, not their instrument. (Any)
Bonds:
I do everything for my nation. My first thought is keeping it safe.
2 - What I do, I do for the world. The people don't realize how much they need me.
3 - I've seen too many in need. I must not fail them as everyone else has.
4 - The job is all that matters. I will see it through.
5 - Everything I've done, I've done to protect someone close to me.
6 - I'm determined to impress the leaders of my nation, and to become a leader myself.
Flaws:
1 - I'm fixated on following official protocols.
2 - I'm obsessed with conspiracy theories and worried about secret societies and hidden demons.
3 - I'm convinced that no one could ever fool me the way I fool others.
4 - I have a 'tell' that reveals when I'm lying.
5 - I turn tail and run when things look bad.
6 - I am convinced that I am far more important than anyone else is willing to acknowledge.
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