Courtiers wage war in the halls of the nobility. Though they fight with innuendo and gossip instead of sword and dagger, the stakes are no less high. With but a whisper, a courtier can shift the tide of opinion against an enemy and ascend higher in the court’s ranks. At the same time, courtiers must be vigilant against attacks by their rivals, who ply the same talents as they vie for their own space in the highest echelons of civilization.

Most courtiers pass their time in the halls of the rich and powerful, basking in the affluence of kings and queens, merchant princes, and, perhaps, crime lords. Rarely do courtiers find themselves far from the stage on which they perform, lest they sacrifice standing and influence. At times, circumstances drag courtiers out from their cloistered realms and into the perilous world, where they must survive by wits and words.

Typically, courtiers come from a background of wealth and privilege—rare is the one who comes from common stock. Rogues find that the courtier’s life complements their training and talents, while magicians and some priests might find a comfortable place among the movers and shakers of the city.

Level 3 Courtier

Attributes. Increase two by 1
Characteristics. Health +3, Perception +1
Languages and Professions You speak another language and add retainer to your list of professions.
Accomplished Negotiator You make attack rolls in social situations with 1 boon.
Enamor If you spend at least 1 minute talking to a living creature that can understand what you say, you can make an Intellect attack roll against the target’s Will. On a success, the target becomes charmed until it completes a rest or until you attack it. On a failure, the target becomes immune to your use of Enamor until the target completes a rest.
Quick Reflexes You can use a triggered action on your turn to hide or retreat.

Level 6 Courtier

Characteristics. Health +3
Access Your position affords you certain benefits when it comes to dealing with your own kind. You exploit the standing obligations of hospitality maintained by local rulers and other nobles. As long as you travel in your homeland or a land friendly to your homeland, you need never pay for food or lodging, since you gain these things from the local aristocracy. This benefit might extend to your group, depending on your host and your host’s attitude toward the members of your group (as determined by the GM).
Coerce You can use an action to make an Intellect attack roll against the Will of one creature charmed by you. On a success, the creature becomes compelled for 1 round.

Level 9 Master Courtier

Characteristics. Health +3
Master the Room If you spend at least 1 minute talking, each creature within medium range that can see you, hear you, and understand you must make a Will challenge roll. On a failure, a creature becomes charmed for as long as it can see you and for 1 hour thereafter. If the creature takes any damage or gains Insanity, it removes the affliction. On a success, a creature becomes immune to your use of Master the Room until the creature completes a rest.