
Aristocrats are the rulers and wielders of law, and use their position at the top of the social hierarchy to compel others to further their interests.
Whether feared or respected, aristocrats make excellent negotiators, diplomats, and schemers.
Envoys are the representatives of their governments or monarchs to others abroad.
Often sent into faraway parts of the world, their responsibility is to forge new alliances, and maintain existing ones. However, much of an Envoy’s tasks are reactive – responding to a noble’s threats, securing defensive pacts in times of conflict, or bolstering border defenses. Envoys go where there is conflict.
Rank 1 - Secretary
You have been appointed secretary for a consulate, responsible for the organization and assistance of the diplomats within. You work in a thankless and stressful position, but your proximity to influential members of society provides you with many connections. You understand the fundamentals of networking and are talented at finding allies in distant lands.
Holdings:
Free lodging within any consulate you represent or work for.
A secret encrypted political message you cannot decipher.
Progression:
Assist in completing a dangerous or urgent diplomatic mission.
Rank 2 - Councillor
You have been entrusted to undertake your first diplomatic missions. Whether stealing a secret, proposing a treaty, or inciting rebellion, you have been sent to the far corners of the world to advance your side’s interests. While not yet entrusted with high-profile diplomatic missions, you are still positioned to meet lesser rulers and influence their future actions.
Holdings:
A personal assistant to help with organizing, who accompanies you on diplomatic journeys.
Access to equipment and information known to the consulate.
Progression:
Complete your own diplomatic mission successfully.
Rank 3 - Ambassador
Your promotion places you on solid footing within the political landscape. You have met many powerful figures throughout the world and can secure a formal audience with them, at their convenience. Many wish to meet you, and are interested in becoming a part of your vast network of allies. After all, you know exactly the right person for any given job.
Holdings:
A team of Envoys to assist you at your consulate.
Provisions and resources sent to you by your home region to assist in diplomatic missions.
An encryption codex, used to decipher encoded messages sent to and from your home region.
Progression:
Negotiate an important treaty between nations, or uncover a great espionage conspiracy within your province.
Rank 4 - Grand Chancellor
You have single-handedly led negotiations that have reshaped the geopolitical landscape. Wars have been declared and ended based on your efforts. You have travelled the world and made lasting relationships with the truly powerful. While you are not a monarch, monarchs look to you for guidance. There is no doubt that you are the true ruler of kingdoms.
Holdings:
Access to restricted and classified documents.
You represent your monarch or other absolute authority in external relations. You have access to any resources your monarch will provide you, and broad authority to use them.
Select a talent upon choosing this advanced background, and one at each rank up of progression.
- Skill Proficiencies: Gain Insight then choose one from History, Deception, Performance, Persuasion, or Religion.
- Tool Proficiencies:
- Languages: Choose one standard language.
- Equipment: Equipment: A quill and ink, a letter opener, parchment, a piece of fine jewelry that displays your status, a Royal Seal allowing you to pass through borders with ease, diplomatic garb, and 25 gp.
Born In the Saddle - Whenever you make a Wisdom (Animal Handling) check while riding an animal or interacting with your mount, you can add your Profession Die to the roll.
Copycat - Whenever you make an Intelligence or Intelligence (Forgery Kit) check to forge or create a document, you can add your Profession Die to the roll.
Court Schemer - Whenever you make a Charisma (Deception) check when conversing with Aristocrats, you can add your Profession Die.
Disciplinarian - Whenever you make a Charisma (Intimidation) check while issuing a command to an individual of lower rank within your background, you can add your Profession Die to the roll.
Drunkard - Whenever you make a Constitution check to determine if you will throw up, pass out, or how severe a hangover is, you can add your Profession Die to the roll.
Elusive - Whenever you make a Dexterity (Stealth) check to hide or blend into a crowd of humanoids that share your background, you can add your Profession Die to the roll.
Figure of Authority - Whenever you make a Charisma (Persuasion) check while interacting with Common Folk, you may add your Profession Die to the roll.
Gambler - Whenever you make a Dexterity (Sleight of Hand) or Wisdom (Perception) check to cheat at a game or catch someone else cheating, you can add your Profession Die to the roll.
Impressionist - Whenever you make a Charisma (Performance) or Charisma (Deception) check to mimic the mannerisms, voice, or appearance of another humanoid, you can add your Profession Die to the roll.
Local Historian - Whenever you make an Intelligence (History) check to determine the history of an item, location, or cultural phenomenon from the same region as you, you can add your Profession Die to the roll.
Problem Solver - Whenever you make an Intelligence (Investigation) check to decipher a coded message or puzzle, you can add your Profession Die to the roll.
Quick Fingers - Whenever you make a Dexterity (Sleight of Hand) check to place a small object on a humanoid or sneak something into their food or beverage, you can add your Profession Die to the roll.
Translator - Whenever you make an Intelligence check to communicate with a creature who doesn’t share a language with you, you can add your Profession Die to the result.
Upon spending an hour, and succeeding on a medium-DC Wisdom (Insight) check, you can find an ally within the aristocracy, guilds, or professional services. This contact begins as friendly to you and will answer questions you have regarding local nobility, politics, and other high society matters.
Level 1 [roll]1d4[/roll] + Intelligence (History)
Level 2 [roll]1d6[/roll] + Intelligence (History)
Level 3 [roll]1d8[/roll] + Intelligence (History)
Level 4 [roll]1d10[/roll] + Intelligence (History)

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