Landless Noble

Your family fell from grace and lost its lands, it’s servants, and most of its fortune. Now you stay in another great house at the pleasure of the colonial governor, a situation of some embarrassment to you. Still, there are many young people about, and how better to teach them than to have them help you reclaim your family’s lost honor?

Elder: You must be at least Middle-aged for your race. You begin as a 2nd-level character.
Starting Stats: You have a strong arm, a noble bearing, and the benefits of a good education. Your Strength, Intelligence, and Charisma begin at 10, and all of your other ability scores begin at 8.
Initial Equipment: Noble’s Outfit, a Signet Ring, a Chain Shirt, a Dagger, a Noble’s Excursion Kit, and 4d6s.
Initial Feats: You gain the Noble Scion feat.
Free Trait: Choose one Family or Campaign Trait.

What was your childhood like?

1d12 How did your family earn its name? Gain
1 Base betrayal. Your family is respected but not trusted. +2 Wis, +1 Str, +1 Int, +1 Cha, History of Heresy trait.
2 Strength of arms. No standard flew victoriously over more battlefields than yours. +2 Str, +1 Dex, +1 Con, +1 Wis, Imperial Soldier trait.
3 Wealth. Your family’s coffers were the fullest in all the land. +1 Str, +1 Con, +1 Int, +1 Wis, +1 Cha, Coin Hoarder trait.
4 Knowledge. Your family dealt in secrets and lore. +3 Int, +1 Con, +1 Wis, Dread Forethought trait.
5 Good harvests or well-bred beasts. +2 Con, +2 Wis, +1 Cha, Thoroughbred trait.
6 Beauty. Your ladies are the fairest and your lords the most handsome. +2 Cha, +1 Dex, +1 Con, +1 Str, Unidentifiable Appeal trait.
7 Honor and duty. All trust your family’s name. +2 Wis, +1 Con, +1 Str, +1 Cha, Greater Purpose trait.
8 Defending the land from invaders. +2 Str, +2 Con, +1 Wis, Toxophilite trait.
9 Standing against a wicked would-be usurper. +2 Con, +1 Str, +1 Int, +1 Wis, Instigator of Rebellion trait.
10 Producing the finest knights. +2 Dex, +1 Str, +1 Con, +1 Cha, Aspiring Hellknight trait.
11 Tending the finest gardens and brewing the most helpful concoctions. +2 Int, +2 Con, +1 Wis, Venom Drenched trait.
12 Having one of the oldest names in the land and staying out of affairs that don’t concern them. +1 Str, +1 Dex, +1 Int, +1 Wis, +1 Cha, Reactionary trait.

Add a location to the village.

1d8 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis, Vindictive Strike trait.
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int, Desperate Focus trait
3 You were the toughest kid around. +2 Con, +1 Cha, Strength’s Fanfare trait.
4 No secret escaped you. +2 Int, +1 Dex, Doublespeak trait.
5 Your empathy made you a sought after confidant. +2 Wis, +1 Con, Redeemer trait.
6 You never met someone who didn’t like you. +2 Cha, +1 Str, Propitiation trait.
7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha, Weapon of Peace trait.
8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis, Diamond Academy Graduate trait.
1d8 The other player characters are your closest companions. Besides this ragtag group of kids, who else near the noble estate is your friend? Gain
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha, Masterwork Artisan’s Tools.
2 The sailors and fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis, Fishing Tackle and a Cutlass.
3 Chafing under your family’s rules, you would sneak out at night and wander the woods with a peasant boy. +2 Con, +1 Int, a Disguise Kit.
4 Your family’s seneschal taught you games of chance. +2 Int, +1 Dex, a set of Superior Loaded Dice (DC 25).
5 You learned the ways of the castle at the side of the cook. +2 Wis, +1 Str, a Potion of Cure Light Wounds.
6 You had a tryst with someone beneath your station. +2 Cha, +1 Con, a lock of their hair (functions as per the Bestow Token feat).
7 Despite being of noble blood, you actually did chores with the servants. +1 Str, +1 Int, +1 Cha, a Masterwork Tool (your choice).
8 The grizzled captain of the guard took a liking to you. +1 Dex, +1 Con, +1 Wis, a Heavy Crossbow and a case w/ 10 bolts.

Add an NPC to the village.

Your family fell, but you stand firm. What happened to your house, and what will you do now?

d6 Where is the rest of your fallen house? Gain
1 You are the last of your line. Where there is life there is hope. +2 Con, +1 Wis, Blessed trait.
2 While several of your siblings and cousins still live, they are scattered far and wide. +2 Cha, +1 Int, Family Resemblance trait.
3 Your siblings live here, in this noble house, with you now. +2 Cha, +1 Dex, Kin Bond trait.
4 They disappeared when your house fell, but rumors of their survival persist. +2 Dex, +1 Int, Finding Your Kin trait.
5 The rest of your family fled to another, distant land. You alone remain here. +2 Str, +1 Wis, Stoic Dignity trait.
6 Your weak and old grandfather is here with you; he fills your head with stories of leading men into battle and fighting bravely. +2 Str, +1 Con, Authoritarian trait.
d6 What was your family’s plan for you before their fall? Gain
1 You were to tend the craftworks and grow the industry of your lands. +2 Str, Equipment Trick (any one) feat.
2 You were to manage the forests and lead the hunts. +2 Dex, Huntmaster feat.
3 You were to expand their reach over the sea, either by conquest or by trade. +2 Con, Corsair feat.
4 You were to manage the peasant levies and look after the common folk. +2 Wis, Weapon Focus (any one) feat.
5 You were to oversee the treasury and manage affairs of business. +2 Int, Master of the Ledger feat.
6 You were to negotiate treaties and manage relationships with other houses. +2 Cha, Cosmopolitan feat.

Add a location to the village.

d6 What caused you to choose your pupil? The player to your right immediately gains +1 Cha and -1 Dex, and shares this event with you. Gain
1 The youth was fascinated by stories of your fallen house, and the two of you would talk of the nobility for hours. The pupil to your right learned the ways of the courtier by your side. +2 Cha, You and the pupil to your right both gain the Secret Language feat.
2 When the youth needed weapons training, you volunteered. The pupil to your right learned the way of the sword at your side. +2 Str, You and the pupil to your right both gain the Close Fighting feat.
3 The youth came to you for help with a scheme. Impressed, you agreed to help. +1 Int, +1 Wis, You and the pupil to your right both gain the Scion of the Lost Empire feat.
4 Riding with the youth reminds you of your own younger days on your family’s estate. The pupil to your right enjoys these rides. +1 Con, +1 Int, You and the pupil to your right both gain the Cavalry Formation feat.
5 Last winter, foes of your family sent an assassin against you. The pupil to your right helped you slip away. +2 Dex, You and the pupil to your right both gain the Escape Route feat.
6 When the youth was born, you swore a great oath of protection. The pupil to your right has always known and been close to you. +1 Con, +1 Wis, You and the pupil to your right both gain the Loyal to The Death feat.
d6 What is the key to reclaiming your fortune? Gain
1 Your weapon is a powerful and ancient symbol of state. +2 Str, a Greatsword.
2 A map of great wealth in distant lands. +2 Wis, a map to adventure (consult your DM).
3 You will dispose of your opposition quietly. +2 Con, 2 doses of Arsenic.
4 You will do good deeds, but always under your family’s sign. +2 Cha, your family’s Battle Standard.
5 You carry your father’s shield. +2 Dex, a Heavy Steel Shield with a Reinforced Bose.
6 A handwritten book of secrets about the noble families in the land. +2 Int, a Heritage Book.

Add an NPC to the village.